[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.)


1,151 to 1,196 of 1,196 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

Start of Turn:
Explore location.

Cell Card 1: 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.

Discard Blessing of Abadar
Attempt to acquire Fort 7: 2d8 + 2 ⇒ (2, 8) + 2 = 12 Acquired!

Discard Cure: 1d4 + 1 ⇒ (1) + 1 = 2
Recharge Flame Staff, Blessing of the Spellbound 2

End of Turn:
Attempt to recover Cure 8: 1d12 + 4 + 1d4 ⇒ (5) + 4 + (4) = 13 Recharge Cure
Reset Hand

Summary
Acquired: Gossamer Shroud
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: Cure 2, Fireblade, Frigid Blast, Apprentice 2, Scale of Disguise, Gossamer Shrouds,

Displayed: Arueshalae's Gift,
Deck: 11 Discard: 4 Buried: 0
Current Location: Cell
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Teamster, Druid of the Flame, Fire Snake, Apprentice, Blessing of Pharasma 2, Blessing of the Spellbound, Holy Light, Chronicler
Recharged: Flame Staff, Blessing of the Spellbound 2, Cure,
Discard Pile: Blessing of Pharasma, Sage's Journal, Riding Horse, 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: Give Longbow to Alahazra
Move: XX -> YY
Location Powers: Succeed at a Strength or Disable 7 check to move or be moved.
Explore: Shortbow
Ranged 3 is an auto acquire

Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

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

"

Arueshalae wrote:

Hand: Prayer (Core), Deathbane Light Crossbow, The Winged Serpent, Firesticks, Heavy Crossbow (Core),

Displayed: Arueshalae's Gift,
Deck: 4 Discard: 8 Buried: 2
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): Quartermaster
Recharged: Old Salt, Blessing of the Quartermaster 3, Blessing of the Quartermaster 1,
Discard Pile: Compass (Core) 1, Vulture, Compass (Core) 2, Teamster, Shortbow (Core), Blessing of the Quartermaster 2, Blessing of Wadjet, shortbow,
Buried Pile: Magic Chain Shirt (Core), Longbow (Core),

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:

Favored of Deskari:

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

During This Scenario:

Additional Rules: The servitor demon is the henchman Favored of Deskari.

Banes treat the scenario’s adventure deck number as 10; treat it as 7
for all other purposes.

Build the blessings deck with only 15 cards. When you would acquire
a blessing, put it on the bottom of the blessings deck instead. If you
cannot advance the blessings deck, you do not fail the scenario;
instead, bury a card from your discard pile, your hand, and your deck.
Add the Mythic trait to banes that have the Veteran trait; the difficulty
of checks against them is increased by 1d20.

At the end of a turn, if Gate of the Worldwound is temporarily closed,
summon and build the location Eagle Rock and shuffle the villain
Deskari (proxy for Pazuzu) into its deck.

To win the scenario, defeat and corner Pazuzu.

Champions of Mendev:

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

Scenario Level (#): 7

Turn: 12, Ezren/Bigguyinblack

Random Cards:

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

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

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

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

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

Barriers
Spoiler:
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:
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:
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:
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.

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

Spoiler:
Demonbane Longsword +2
WotR
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spells
Spoiler:
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.


Spoiler:
Sign of Wrath
WotR
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Force
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Each other character at your location is dealt 1 Force damage. If you attempted this check to defeat a monster and failed, you may evade that monster.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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.


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

Spoiler:
Cape of Wasps
WotR
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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

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

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

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

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

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

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

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

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

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

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

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: 5

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Radovan/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 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 2 Shardra/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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ezren/Bigguyinblack
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Radovan/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 5 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 5 Shardra/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.

Location #1: Celestial Beacon
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Gate of the Worldwound
Closed
At This Location: When you encounter a bane that has the Demon trait, recahrge a card and flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: https://pacg.fandom.com/wiki/Gate_of_the_Worldwound

Gate of the Worldwound Card 1:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Gate of the Worldwound Card 2:
Temptation of Favor
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.
Gate of the Worldwound Card 3:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Gate of the Worldwound Card 4:
Death's Touch
WotR
Spell 5
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
Gate of the Worldwound Card 5:
Boar Demon
WotR
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.
Gate of the Worldwound Card 6:
Decemvirate Helm
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to ignore a non-villain monster's power that happens before you act.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Gate of the Worldwound Card 7:
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_

Location #3: Watchtower
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Matsu_Kurisu,
Gift of Nocticula:

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

Location #4: Paradise Hill
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, Shardra/tcolmaster01,

Blood of Eustoyriax (Known):

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.

Eagle Rock Card 1:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Eagle Rock Card 2:
Pazuzu
SoRi
Villain B
Type: Monster
Traits:
Aristocrat
Deity
Demon
Mythic
Outsider
To Defeat:
Combat 50
THEN Combat 60
THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
If undefeated, expend your mythic charges and banish your mythic path card.
Eagle Rock Card 3:
Infinite Rod
WotR
Weapon 6
Traits:
Club
Melee
Magic
To Acquire:
Strength
Melee 13
OR Arcane
Divine 15
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.


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 you fail to acquire an ally, discard the top card of the
blessings deck.

After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Khorramzadeh into its location deck.
Treat the villain Khorramzadeh as the villain Gangrel Fiendsplicer.

To win the scenario, defeat and corner Gangrel Fiendsplicer.

Queen Galfrey:

Cohort
Traits: Human Aristocrat Paladin Mendevian
To Acquire: 0
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find. Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.

Scenario Level (#): 2

Turn: 15, MotherMyrtle/Matsu_Kurisu

Random Cards:

Monsters
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:
Ghost
WotR
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

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:
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:
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_

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

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

Spoiler:
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:
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:
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:
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:
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:
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.

Spells
Spoiler:
Lightning Touch
WotR
Spell B
Traits:
Magic
Arcane
Attack
Electricity
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:
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:
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:
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:
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.

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:
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:
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:
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.

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

Spoiler:
Caltrop Bead
WotR
Item B
Traits:
Object
Magic
Basic
To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Spoiler:
Wand of Cancellation
WotR
Item 1
Traits:
Wand
Magic
Arcane
To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Spoiler:
Archer's Bracers
WotR
Item B
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.

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:
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:
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:
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.

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 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 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 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: 14

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 Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 3 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 6 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 9 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.

Location #1: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Arueshalae/tcolmaster01, Alahazra/Grizzly, None

Cell Card 1:
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.

Location #2: Defender's Heart
Closed
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Location #4: Torture Chamber
Closed
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None

Mongrel Village Card 1:
Gangrel Fiendsplicer
SoRi
Villain 2
Type: Monster
Traits:
Demon
Mongrel
Wizard
To Defeat:
Combat See below
THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.
Mongrel Village 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.
Mongrel Village Card 3:
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.
Mongrel Village Card 4:
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.
Mongrel Village Card 5:
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.

Verdant Wheel

Female Human Deck Handler

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

Out of turn updates

Hour = 15 MotherMyrtle/Matsu_Kurisu Blessing of Ascension

Start of Turn
At: #5: Mongrel Village

Give: No

Move: No

At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.

Banish Queen Galfrey to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Mongrel Village Card 1: Gangrel Fiendsplicer, Villain 2 - Shuffle
Mongrel Village Card 2: Blessing of Ascension, Blessing B - Acquired
Mongrel Village Card 3: Blasphemous Priest, Monster B - Shuffle
Mongrel Village Card 4: Wolf, Ally 2 - Acquired
Mongrel Village Card 5: Good Omen, Spell B - Acquired

Recovery Bound Imp, draw 2(Acid Flask, Force Missile)

Free explore Top card(1,3): 1d2 ⇒ 2 = Mongrel Village Card 3: Blasphemous Priest, Monster B: Combat 10

Spoiler:
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.

Recovery Wand of Force Missile 1d12+2+1d4+2d4, Sword of Iomedae[2] +2,
Combat 10: 1d12 + 2 + 1d4 + 2d4 + 2 ⇒ (8) + 2 + (3) + (3, 1) + 2 = 19 Banished

Discard ac Wolf, exp1ore 1: Gangrel Fiendsplicer, Villain 2: Special

Spoiler:
Type: Monster
Traits:
Demon
Mongrel
Wizard
To Defeat:
Combat See below
THEN Combat See below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.

Alahazra/Grizzly buries Apprentice 2 to Guard Cell

BYA damage: 1d4 - 1 ⇒ (2) - 1 = 1 (ac Good Omen)

Combat #1 DC = M1: Mad Knight: Combat 13
Combat #2 DC = M2: Ghost: Combat 12

Recovery Acid Flask 1d12+2+2+2d6, Sword of Iomedae[2] +2, discard ac Kamilo Dann +1d6, discard Prayer +1d12
#1 Combat 13: 1d12 + 2 + 1d4 + 2d4 + 2 + 1d6 + 1d12 ⇒ (9) + 2 + (1) + (4, 2) + 2 + (1) + (8) = 29 Success

Recovery Force Missile 1d12+2+1d4+2d4, Sword of Iomedae[2] +2, recharge Acadamae Student +1d4, discard ac Blessing of Ascension +1d12
#2 Combat 12: 1d12 + 2 + 1d4 + 2d4 + 2 + 1d4 + 1d12 ⇒ (10) + 2 + (2) + (3, 3) + 2 + (2) + (6) = 30 Success

Villain defeated, we win


Development:
Gangrel Fiendsplicer shall splice fiends no more! You’ve
beaten the demon mongrels back to their holes, and
Gundrun is once again a free city—for the nonce, anyway. The de
facto leader of the community, Clanleige Martolls Clefthorn, has
pledged his small battalion of barbarian warriors to your efforts.
“If this Herald is but half of what you describe,” he says, “then he
is far more than we have ever seen on Gundrun’s cobblestones.”

You can assure him that his warriors shall return heroes in
the war against the Abyss. Henceforth, the Battle of Raliscrad
shall be known as the turning point in the tumultuous history
of the Worldwound.

Your army is taking shape! As the sun sets, you and your
fellow crusaders can rest. On the morrow, there shall be war!

Reward
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an item in her deck with the loot Banner of Valor. At the end of each scenario, return the loot to the game box.

Banner of Valor:

Loot
Type: Item
Traits: Object Magic Iomedae
To Acquire: 0
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand. Recharge this card to recharge a card that has the Iomedae trait from your discard pile.

Grizzled Mercenary (Ally B)
Teamster (Ally B)
Apprentice (Ally B)
Riftwarden (Ally 1)
Vulture (Ally B)
Wolf (Ally 2)
Riding Horse (Ally B)
Kamilo Dann (Ally 2)
Teamster (Ally B)
Gossamer Shrouds (Armor 2)
Nahyndrian Elixer (Item 2)
Sage's Journal (Item B)
Shortbow (Weapon B)


1-2B: MERRILY WE ROLL ALONG
From Gundrun they come, their armored feet marching upon
the despoiled ground of the Worldwound. From the shores
of Lake Bonomora and the hamlets along the Silverscale
River… from scattered enclaves on the edge of the Shudderwood,
not far from the werewolf bayings at Moonscream Glade. This is
an army, my friends, and it is about to reclaim its home.

These citizens of the fractured Worldwound are bolstered by
the stalwart Knights of Kenabres, who have ventured far from
their safe abode to deal a mighty blow against the enemy. The
Knights form the finest fighting force in Mendev, and they will
not return home without the heads of demons on their pikes.

The Herald of Iomedae addresses you all. “Forthwith, we shall
strike at the heart of our foes!” he proclaims. “But first, we must
first clear this valley of a terrible threat. This land is ruled by
the Blight Druid, a horrid undead mockery of nature. He rallies
legions of the risen dead against us. We must bravely soldier
through this blighted land!

“Beyond is Ghalcor’s Tower. Legends speak of Ghalcor’s Tower
as the location of a powerful, never-deployed weapon prepared
during the First Crusade’s last days and subsequently lost when
a wave of demons fell upon crusaders from Storasta. According
to the fragments of lore we still have, an Iomedaean cleric
named Ghalcor led the crusading engineers who conceived of
this weapon. He and his men died in the assault, unable to bring
their weapon to bear against the marauding demons. They had
built complex fail-safe procedures they prevent it from falling
into demonic hands, but ultimately, those safeguards led to their
failure in battle.

“We do not know what this weapon is. But we will gain it and
turn it upon the darkling ones ere the morning sun rises!”


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.

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, 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:
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:
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:
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.

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:
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.

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

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

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

Weapons
Spoiler:
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:
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:
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.

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:
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.

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:
Glibness
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
IntelligenceArcaneWisdomDivine 6
Display this card next to a character. While displayed, add 3 to that character's Charisma 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, discard it.

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

Spoiler:
Bloodscent
WotR
Spell 1
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location 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 8 check to recharge this card instead of discarding it.

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

Spoiler:
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:
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:
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:
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:
Wand of Cancellation
WotR
Item 1
Traits:
Wand
Magic
Arcane
To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

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

Spoiler:
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:
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.

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 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 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.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Grizzly:
Spoiler:
Hourglass Card 1 Alahazra/Grizzly
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 2 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 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 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 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 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 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 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Alahazra/Grizzly:
Spoiler:
Hourglass Card 16 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 17 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 17 Arueshalae/tcolmaster01
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 MotherMyrtle/Matsu_Kurisu
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 19 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 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 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 21 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 22 Alahazra/Grizzly:
Spoiler:
Hourglass Card 22 Alahazra/Grizzly
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 23 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 23 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 24 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 24 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 25 Alahazra/Grizzly:
Spoiler:
Hourglass Card 25 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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.
Hourglass Card 30 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 30 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
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

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

Location #3: Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Location #5: 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

Verdant Wheel

Female Human Deck Handler

Mother Myrtle/Matsu Kurisu - 1-2B: MERRILY WE ROLL ALONG

Card Upgrade
Elixir of Focus (AD2) in, Blast Stone out

Starting Location
= #3: Manor House

Scenario effect
= n/a

Opening Hand
"

Mother Myrtle wrote:

Hand: Frost Ray, Bound Imp, Elixir of Focus, Prayer, Incitation, Elixir of Healing,

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): Acid Flask, Acid Burst, Councilor's Ring, Sage's Journal, Acadamae Student, Slick Leather, Cat, Divine Insight, Force Missile, Wand of Force Missile, Merchant
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 (□ 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

"


Starting Location:
Canyon

Alahazra wrote:

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

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Canyon
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flame Staff, Blessing of the Spellbound, Chronicler, Amulet of Life 2, Scale of Disguise, Fire Snake, Blessing of Pharasma, Arueshalae's Gift, Holy Light, Blessing of Abadar, Druid of the Flame, 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: Tomb

"

Arueshalae wrote:

Hand: Shortbow (Core), Firesticks, Old Salt, The Winged Serpent, Compass (Core) 1, Blessing of the Quartermaster 1,

Displayed: Arueshalae's Gift,
Deck: 10 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): Blessing of Wadjet, Longbow (Core), Quartermaster, Heavy Crossbow (Core), Deathbane Light Crossbow, Blessing of the Quartermaster 3, Compass (Core) 2, Blessing of the Quartermaster 2, Prayer (Core), Magic Chain Shirt (Core)
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.

"


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.

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, Alahazra/Grizzly

Random Cards:

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

Spoiler:
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:
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:
Man-Eating Aurochs
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Spoiler:
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_

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

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

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

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

Weapons
Spoiler:
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.

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:
Bolas
WotR
Weapon B
Traits:
Chain
Ranged
Bludgeoning
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

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:
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:
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:
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:
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:
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.

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.

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

Spoiler:
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:
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:
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:
Archer's Bracers
WotR
Item B
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.

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

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

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

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

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

Hours Remaining: 29

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 Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Alahazra/Grizzly:
Spoiler:
Hourglass Card 3 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 4 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 4 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 5 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 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 6 Alahazra/Grizzly:
Spoiler:
Hourglass Card 6 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 7 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 7 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 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 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 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 10 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 11 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 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 12 Alahazra/Grizzly:
Spoiler:
Hourglass Card 12 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 13 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 13 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 14 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 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 15 Alahazra/Grizzly:
Spoiler:
Hourglass Card 15 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 16 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 16 Arueshalae/tcolmaster01
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 17 MotherMyrtle/Matsu_Kurisu
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 18 Alahazra/Grizzly:
Spoiler:
Hourglass Card 18 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 19 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 19 Arueshalae/tcolmaster01
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 20 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 21 Alahazra/Grizzly:
Spoiler:
Hourglass Card 21 Alahazra/Grizzly
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 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 22 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 23 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 23 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 24 Alahazra/Grizzly:
Spoiler:
Hourglass Card 24 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 25 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 25 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 26 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 26 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 27 Alahazra/Grizzly:
Spoiler:
Hourglass Card 27 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 28 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 28 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 29 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 29 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
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:
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.
Canyon Card 2:
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.
Canyon Card 3:
Incubus
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
If undefeated, banish an ally that does not have the Animal trait.
Canyon Card 4:
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_
Canyon Card 5:
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.
Canyon 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.
Canyon Card 7:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Canyon Card 8:
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.
Canyon Card 9:
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.
Canyon Card 10:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Location #2: 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: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Cemetery Card 1:
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Cemetery Card 2:
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.
Cemetery Card 3:
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.
Cemetery Card 4:
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.
Cemetery Card 5:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Cemetery Card 6:
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.
Cemetery Card 7:
Cambion
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to 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.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Cemetery Card 8:
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 9:
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.
Cemetery Card 10:
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.

Location #3: Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Manor House Card 1:
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.
Manor House Card 2:
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.
Manor House Card 3:
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.
Manor House Card 4:
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.
Manor House Card 5:
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.
Manor House Card 6:
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.
Manor House Card 7:
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.
Manor House Card 8:
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.
Manor House Card 9:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Manor House Card 10:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
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.

Location #4: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, None
Family Tomb Card 1:
Nectar of the Gods
WotR
Item B
Traits:
Liquid
Mythic
To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
Family Tomb Card 2:
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.
Family Tomb Card 3:
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.
Family Tomb Card 4:
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.
Family Tomb Card 5:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Family Tomb Card 6:
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.
Family Tomb Card 7:
Rat Swarm
WotR
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Family Tomb Card 8:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Family Tomb Card 9:
Ghalcor
WotR
Henchman B
Type: Monster
Traits:
Undead
Incorporeal
Wraith
Cleric
To Defeat:
Combat 12
OR Wisdom
Divine 10
Ghalcor is immune to the Mental and Poison traits. If the check to defeat doesn not have the Magic trait, Ghalcor is undefeated.
When you attempt a check to defeat Chalcor, after you attempt the roll, roll 1d6. On a 1 or 2, start the check over. Cards played on the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
Family Tomb Card 10:
Skeleton
WotR
Monster B
Traits:
Undead
Skelton
Basic
To Defeat:
Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Location #5: 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
Wounded Lands Card 1:
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.
Wounded Lands Card 2:
Heavy Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Wounded Lands Card 3:
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.
Wounded Lands Card 4:
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.
Wounded Lands Card 5:
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.
Wounded Lands Card 6:
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.
Wounded Lands Card 7:
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.
Wounded Lands Card 8:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Wounded Lands Card 9:
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.
Wounded Lands Card 10:
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.


Start of turn:
Explore location.

Canyon Card 1: 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.

Cultist of Baphomet:

Cultist of Baphomet
WOTR-B, WOTR-C henchman (monster)
HumanClericCultistVeteran
Check to defeat
Combat
10
Powers
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 - Take 1 combat damage
Discard Apprentice

Discard Frigid Blast
Attempt to defeat Combat 12: 1d12 + 4 + 2d4 ⇒ (7) + 4 + (3, 2) = 16 Defeated

Pausing turn

Verdant Wheel

Female Human Deck Handler

Out of turn updates
Cultist of Baphomet: Combat 12(10+2)
Recovery Frost Ray 1d12+2+1d4+2d6
Combat 12: 1d12 + 2 + 1d4 + 2d6 ⇒ (9) + 2 + (1) + (4, 4) = 20 Banished

"

Mother Myrtle wrote:

Hand: Bound Imp, Elixir of Focus, Prayer, Incitation, Elixir of Healing,

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): Divine Insight, Wand of Force Missile, Cat, Acid Flask, Merchant, Force Missile, Acid Burst, Councilor's Ring, Slick Leather, Sage's Journal, Acadamae Student
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 (□ 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

"


Continuing Turn:
Discard Blessing of the Spellbound to explore again.

Canyon Card 2: 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.

Attempt to acquire Wisdom 5: 1d6 ⇒ 6 Acquired

End of turn:
Banish Cure: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Cure 8: 1d12 + 4 + 1d4 ⇒ (6) + 4 + (2) = 12 Recharged
Reset Hand

Summary
Acquired: Vulture
Banished: Crazed Cultists
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: Blessing of Pharasma 2, Fireblade, Vulture, Flame Staff, Cure, Holy Light,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Canyon
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Chronicler, Amulet of Life 2, Druid of the Flame, Arueshalae's Gift, Blessing of Pharasma, Blessing of Abadar, Fire Snake, Scale of Disguise
Recharged: Apprentice, Frigid Blast, Blessing of the Spellbound 2, Cure 2,
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 Ascension
Hour Rules: None
SOT: None
Move: XX -> YY
Location Powers: When a character dies, all characters at this location die.
Explore: Nectar of the Gods
d4 wis says no. Banish.

Discard Old Salt to explore:

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.

Blessing of the Quartermaster
Knowledge 10: 2d12 + 1 ⇒ (3, 2) + 1 = 6
Fail, shuffle location
Discard hand, end turn.

Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

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

"

Arueshalae wrote:

Hand: Blessing of Wadjet, Blessing of the Quartermaster 3, Magic Chain Shirt (Core), Deathbane Light Crossbow, Heavy Crossbow (Core), Prayer (Core),

Displayed: Arueshalae's Gift,
Deck: 4 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): Compass (Core) 2, Quartermaster, Blessing of the Quartermaster 2, Longbow (Core)
Recharged:
Discard Pile: Old Salt, Blessing of the Quartermaster 1, Shortbow (Core), Firesticks, The Winged Serpent, 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 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.

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, 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:
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.

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:
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_

Spoiler:
Ghost
WotR
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Barriers
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 Lucre
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

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

Weapons
Spoiler:
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:
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:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
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.

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:
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.

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:
Consecrate
WotR
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

Spoiler:
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:
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:
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.

Armors
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:
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:
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 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:
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.

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:
Sage's Journal
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Spoiler:
Caltrop Bead
WotR
Item B
Traits:
Object
Magic
Basic
To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

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

Allies
Spoiler:
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:
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:
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:
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.

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.

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

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

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

Spoiler:
Blessing of 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.

Current Hour:

Blessing of Shelyn:
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.

Hours Remaining: 27

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 Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 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 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Alahazra/Grizzly:
Spoiler:
Hourglass Card 13 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 14 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 14 Arueshalae/tcolmaster01
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 MotherMyrtle/Matsu_Kurisu
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 16 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 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 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 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 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 Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Alahazra/Grizzly:
Spoiler:
Hourglass Card 22 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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
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: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Grizzly, None

Canyon Card 1:
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 2:
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_
Canyon Card 3:
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.
Canyon 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.
Canyon Card 5:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Canyon Card 6:
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.
Canyon Card 7:
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.
Canyon 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.

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: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Cemetery Card 1:
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Cemetery Card 2:
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.
Cemetery Card 3:
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.
Cemetery Card 4:
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.
Cemetery Card 5:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Cemetery Card 6:
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.
Cemetery Card 7:
Cambion
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to 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.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Cemetery Card 8:
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 9:
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.
Cemetery Card 10:
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.

Location #3: Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Manor House Card 1:
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.
Manor House Card 2:
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.
Manor House Card 3:
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.
Manor House Card 4:
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.
Manor House Card 5:
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.
Manor House Card 6:
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.
Manor House Card 7:
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.
Manor House Card 8:
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.
Manor House Card 9:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Manor House Card 10:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
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.

Location #4: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, None
Family Tomb Card 1:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Family Tomb Card 2:
Rat Swarm
WotR
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Family Tomb Card 3:
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.
Family Tomb Card 4:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Family Tomb Card 5:
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.
Family Tomb Card 6:
Skeleton
WotR
Monster B
Traits:
Undead
Skelton
Basic
To Defeat:
Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Family Tomb Card 7:
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.
Family Tomb Card 8:
Ghalcor
WotR
Henchman B
Type: Monster
Traits:
Undead
Incorporeal
Wraith
Cleric
To Defeat:
Combat 12
OR Wisdom
Divine 10
Ghalcor is immune to the Mental and Poison traits. If the check to defeat doesn not have the Magic trait, Ghalcor is undefeated.
When you attempt a check to defeat Chalcor, after you attempt the roll, roll 1d6. On a 1 or 2, start the check over. Cards played on the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
Family Tomb Card 9:
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
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
Wounded Lands Card 1:
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.
Wounded Lands Card 2:
Heavy Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Wounded Lands Card 3:
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.
Wounded Lands Card 4:
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.
Wounded Lands Card 5:
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.
Wounded Lands Card 6:
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.
Wounded Lands Card 7:
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.
Wounded Lands Card 8:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Wounded Lands Card 9:
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.
Wounded Lands Card 10:
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.

Verdant Wheel

Female Human Deck Handler

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

Out of turn updates
Frost Ray: Arcane 9: 1d12 + 2 + 1d4 + 2 ⇒ (9) + 2 + (2) + 2 = 15 -> Frost Ray recharged.

Hour = 3 MotherMyrtle/Matsu_Kurisu Blessing of Shelyn

Start of Turn
At: #3: Manor House

Give: No

Move: No

At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.

Recovery Bound Imp, draw 2(Wand of Force Missile, Merchant)

Free explore = Manor House Card 1: Heavy Pick, Weapon B or W1: Mace, Weapon B: Strength 4

Spoiler:

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.

Strength 1d4, Sword of Iomedae[2] +2,
Strength 4: 1d4 + 2 ⇒ (3) + 2 = 5 Acquired

Discard Merchant, explore +1d4 on Acquire = Manor House Card 2: Wand of Sacred Weapon, Item 2: Wisdom 10 or I1 Dawnflower's Light, Item 2

Spoiler:
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.

Wisdom 1d12+2, Sword of Iomedae[2] +2, Merchant +1d4
Wisdom 10: 1d12 + 2 + 2 + 1d4 ⇒ (11) + 2 + 2 + (1) = 16 Acquired

Discard Prayer, examine(Manor House Card 3: Baleful Shadows) and may explore = Manor House Card 3: Baleful Shadows, Barrier B Wisdom 11

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

Wisdom 1d12+2, Sword of Iomedae[2] +2, discard Incitation +1d12
Wisdom 11: 1d12 + 2 + 2 + 1d12 ⇒ (5) + 2 + 2 + (8) = 17 Banished

Recovery Elixir of Healing, Heal MM: 1d4 + 1 ⇒ (4) + 1 = 5 Full heal

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Bound Imp: Arcane 8: 1d12 + 2 + 1d4 + 2 ⇒ (2) + 2 + (4) + 2 = 10 -> Bound Imp recharged.
Elixir of Healing: Craft 6: 1d12 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7 -> Elixir of Healing recharged.

Reset
Recharge
Discard ac Mace
Draw Acadamae Student, Divine Insight, Sage's Journal

Summary
Location = #3: Manor House (4-10)
Acquired = W1: Mace, 2: Wand of Sacred Weapon
Banished = 1: Heavy Pick, I1 Dawnflower's Light, 3: Baleful Shadows
Displayed =
Examined =
Add =

From Box = W1: Mace, I1 Dawnflower's Light

Give =

Used =

Other =

"

Mother Myrtle wrote:

Hand: Wand of Force Missile, ac Wand of Sacred Weapon, Elixir of Focus, Acadamae Student, Divine Insight, Sage's Journal,

Displayed: Sword of Iomedae[2] ,
Deck: 12 Discard: 1 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): Force Missile, Frost Ray, Acid Flask, Acid Burst, Merchant, Slick Leather, Prayer, Cat, Incitation, Councilor's Ring
Recharged: Bound Imp, Elixir of Healing,
Discard Pile: ac Mace,
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 (□ 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:
Explore location

Canyon Card 1: 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.

Discard Blessing of Pharasma
Banish Fireblade
Attempt to defeat Combat 15: 2d12 + 4 + 1d4 + 2d4 ⇒ (10, 10) + 4 + (3) + (1, 1) = 29 Defeated

End of Turn:
Attempt to recharge Fireblade 8: 1d12 + 4 + 1d4 ⇒ (3) + 4 + (2) = 9 Success
Reset Hand

Summary
Acquired: None
Banished: Incubus
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: Scale of Disguise, Amulet of Life 2, Vulture, Flame Staff, Cure, Holy Light,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Canyon
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound 2, Blessing of Pharasma, Fire Snake, Blessing of Abadar, Cure 2, Chronicler, Blessing of the Spellbound, Frigid Blast, Apprentice, Arueshalae's Gift, Druid of the Flame
Recharged: Fireblade,
Discard Pile: Blessing of Pharasma 2,
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 Nethys
Hour Rules: None
SOT: Display Magic Chain Shirt
Move: XX -> YY
Location Powers: When a character dies, all characters at this location die.
Explore: Blessing of Ascension
Charisma 6: 1d12 ⇒ 1
Fail, Banish.

Discard Prayer to explore:

Rat Swarm:

WotR Monster B
Traits: Animal Swarm Elite
To Defeat: Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Deathbane Light X Bow
Combat 8 (12): 2d8 + 5 ⇒ (7, 4) + 5 = 16
Defeated

Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Rat Swarm
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: Blessing of Wadjet, Blessing of the Quartermaster 3, Blessing of the Quartermaster 2, Deathbane Light Crossbow, Heavy Crossbow (Core), Longbow (Core),

Displayed: Arueshalae's Gift, Magic Chain Shirt (Core),
Deck: 2 Discard: 7 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): Compass (Core) 2, Quartermaster
Recharged:
Discard Pile: Old Salt, Blessing of the Quartermaster 1, Shortbow (Core), Firesticks, The Winged Serpent, Compass (Core) 1, Prayer (Core),
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 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.

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: 6, MotherMyrtle/Matsu_Kurisu

Random Cards:

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

Spoiler:
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_

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:
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:
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.

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

Spoiler:
Temptation of 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:
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:
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:
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.

Spoiler:
Quarterstaff
WotR
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Spells
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.


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:
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.

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.

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

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

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

Allies
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:
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:
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:
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:
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.

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 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.

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: 24

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 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 Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 MotherMyrtle/Matsu_Kurisu
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 13 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 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 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 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 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 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 19 Alahazra/Grizzly:
Spoiler:
Hourglass Card 19 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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
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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Grizzly, None

Canyon Card 1:
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_
Canyon Card 2:
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.
Canyon 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.
Canyon Card 4:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Canyon Card 5:
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.
Canyon Card 6:
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.
Canyon Card 7:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Location #2: 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: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Cemetery Card 1:
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Cemetery Card 2:
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.
Cemetery Card 3:
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.
Cemetery Card 4:
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.
Cemetery Card 5:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Cemetery Card 6:
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.
Cemetery Card 7:
Cambion
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to 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.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Cemetery Card 8:
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 9:
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.
Cemetery Card 10:
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.

Location #3: Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Manor House 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.
Manor House Card 2:
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.
Manor House Card 3:
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.
Manor House Card 4:
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.
Manor House Card 5:
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.
Manor House Card 6:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Manor House Card 7:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
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.

Location #4: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, None
Family Tomb Card 1:
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.
Family Tomb 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.
Family Tomb Card 3:
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.
Family Tomb Card 4:
Skeleton
WotR
Monster B
Traits:
Undead
Skelton
Basic
To Defeat:
Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Family Tomb Card 5:
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.
Family Tomb Card 6:
Ghalcor
WotR
Henchman B
Type: Monster
Traits:
Undead
Incorporeal
Wraith
Cleric
To Defeat:
Combat 12
OR Wisdom
Divine 10
Ghalcor is immune to the Mental and Poison traits. If the check to defeat doesn not have the Magic trait, Ghalcor is undefeated.
When you attempt a check to defeat Chalcor, after you attempt the roll, roll 1d6. On a 1 or 2, start the check over. Cards played on the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
Family Tomb Card 7:
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
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
Wounded Lands Card 1:
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.
Wounded Lands Card 2:
Heavy Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Wounded Lands Card 3:
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.
Wounded Lands Card 4:
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.
Wounded Lands Card 5:
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.
Wounded Lands Card 6:
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.
Wounded Lands Card 7:
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.
Wounded Lands Card 8:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Wounded Lands Card 9:
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.
Wounded Lands Card 10:
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.

Verdant Wheel

Female Human Deck Handler

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

Out of turn updates

Hour = 6 MotherMyrtle/Matsu_Kurisu Blessing of Ascension:

Start of Turn
At: #3: Manor House

Give: No

Move: No

At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.

Free explore = Manor House Card 1: Wolverine, Ally 1 or Al1 Bat, Ally B

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.

Wisdom 1d12+2, Sword of Iomedae[2] +2,
Wisdom 8: 1d12 + 2 + 2 ⇒ (11) + 2 + 2 = 15 Acquired

Discard ac Wolverine, explore + 1d6 stealth = Manor House Card 2: Ring of Climbing, Item B or I1 Almanac, Item 1: Knowledge 7

Spoiler:
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.

Knowledge 1d8+2,
Knowledge 7: 1d8 + 2 ⇒ (3) + 2 = 5 Banished

Discard Acadamae Student, explore +1d4 on first Arcane check = Manor House Card 3: Scale Mail, Armor B Fortitude 4 or Ar1: Stalking Armor, Armor B

Spoiler:
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.

Take 0 banished

Mother Myrtle ends their turn.

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

Reset
Recharge
Discard
Draw Councilor's Ring

Summary
Location = #3: Manor House (4-7)
Acquired = 1: Wolverine
Banished = Al1 Bat, 2: Ring of Climbing, I1 Almanac, 3: Scale Mail, Ar1: Stalking Armor,
Displayed =
Examined =
Add =

From Box = Al1 Bat, I1 Almanac, Ar1: Stalking Armor,

Give =

Used =

Other =

"

Mother Myrtle wrote:

Hand: Wand of Force Missile, ac Wand of Sacred Weapon, Elixir of Focus, Councilor's Ring, Divine Insight, Sage's Journal,

Displayed: Sword of Iomedae[2] ,
Deck: 11 Discard: 3 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): Prayer, Frost Ray, Force Missile, Acid Flask, Incitation, Slick Leather, Acid Burst, Merchant, Cat
Recharged: Bound Imp, Elixir of Healing,
Discard Pile: ac Mace, ac Wolverine, 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 (□ 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 Family Tomb.
Discard Cure to heal Arushaelae
Cure on Arushaelae: 1d4 + 1 ⇒ (3) + 1 = 4

Explore location.

Family Tomb Card 1: 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.

Attempt to acquire Divine 6: 1d12 + 4 + 1d4 ⇒ (10) + 4 + (4) = 18 Success!

Discard Vulture to explore again.

Family Tomb 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.

Attempt to acquire Divine 5: 1d12 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8 Success!

Give Blessing of Ascension to Arushaelae

End turn:
Attempt to recharge Cure 8: 1d12 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15
Reset hand

Summary
Acquired: Good Omen, Blessing of Ascension
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Gave Blessing of Ascension to Arushaelae

Alahazra wrote:

Hand: Scale of Disguise, Amulet of Life 2, Druid of the Flame, Flame Staff, Good Omen, Holy Light,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Current Location: Family Tomb
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Chronicler, Fire Snake, Blessing of the Spellbound 2, Frigid Blast, Cure 2, Blessing of Pharasma, Blessing of Ascension, Arueshalae's Gift, Apprentice, Blessing of Abadar, Blessing of the Spellbound
Recharged: Fireblade, Cure,
Discard Pile: Blessing of Pharasma 2, Vulture,
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
Cure RNG: 1d1d7 + 1d6 + 1d5 + 1d4 ⇒ (3) + (2) + (3) + (3) = 11

Turn - Hour: Blessing of Abadar
Hour Rules: None
SOT: None
Move: XX -> YY
Location Powers: When a character dies, all characters at this location die.
Explore: Good Omen
Int 6: 1d6 ⇒ 6
Acquired

Discard Blessing of the Quartermaster 2 to explore:

Blessing of Ascension:

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

Mythic Charge: Auto Acquire. Discard it to explore

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.

Knowledge 10: 2d12 + 1 ⇒ (2, 10) + 1 = 13

Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

[u]Summary[/u]
Acquired: Good Omen
Banished: Death of Righteousness
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: Blessing of Wadjet, Blessing of the Quartermaster 3, Deathbane Light Crossbow, Heavy Crossbow (Core), Longbow (Core), Good Omen,

Displayed: Arueshalae's Gift, Magic Chain Shirt (Core),
Deck: 6 Discard: 5 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 1, Firesticks, Shortbow (Core), Compass (Core) 2, Compass (Core) 1, Quartermaster
Recharged:
Discard Pile: Old Salt, Blessing of the Quartermaster 2, Blessing of Ascension, The Winged Serpent, Prayer (Core),
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 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.

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: 9, MotherMyrtle/Matsu_Kurisu

Random Cards:

Monsters
Spoiler:
Cambion
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to 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.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

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

Spoiler:
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:
Crocodile
WotR
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
This reptile lunges out of the placid water with shocking speed_

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

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

Spoiler:
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:
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:
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:
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:
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:
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:
Flaming Spear +1
WotR
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

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.

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:
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:
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.


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

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

Spoiler:
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:
Wand of Cancellation
WotR
Item 1
Traits:
Wand
Magic
Arcane
To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

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

Spoiler:
Chief Sull
WotR
Ally 1
Traits:
Mongrel
Aristocrat
Elite
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the 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:
Kimroth Otai
WotR
Ally 1
Traits:
Human
Fighter
To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

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

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

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

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: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Grizzly:
Spoiler:
Hourglass Card 1 Alahazra/Grizzly
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 MotherMyrtle/Matsu_Kurisu
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 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 Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 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 Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 14 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 17 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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
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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Canyon Card 1:
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_
Canyon Card 2:
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.
Canyon 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.
Canyon Card 4:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Canyon Card 5:
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.
Canyon Card 6:
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.
Canyon Card 7:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Location #2: 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: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Cemetery Card 1:
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Cemetery Card 2:
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.
Cemetery Card 3:
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.
Cemetery Card 4:
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.
Cemetery Card 5:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Cemetery Card 6:
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.
Cemetery Card 7:
Cambion
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to 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.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Cemetery Card 8:
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 9:
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.
Cemetery Card 10:
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.

Location #3: Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Manor House Card 1:
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.
Manor House Card 2:
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.
Manor House Card 3:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Manor House Card 4:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
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.

Location #4: Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, Alahazra/Grizzly, None
Family Tomb Card 1:
Skeleton
WotR
Monster B
Traits:
Undead
Skelton
Basic
To Defeat:
Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Family Tomb Card 2:
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.
Family Tomb Card 3:
Ghalcor
WotR
Henchman B
Type: Monster
Traits:
Undead
Incorporeal
Wraith
Cleric
To Defeat:
Combat 12
OR Wisdom
Divine 10
Ghalcor is immune to the Mental and Poison traits. If the check to defeat doesn not have the Magic trait, Ghalcor is undefeated.
When you attempt a check to defeat Chalcor, after you attempt the roll, roll 1d6. On a 1 or 2, start the check over. Cards played on the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
Family Tomb Card 4:
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
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
Wounded Lands Card 1:
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.
Wounded Lands Card 2:
Heavy Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Wounded Lands Card 3:
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.
Wounded Lands Card 4:
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.
Wounded Lands Card 5:
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.
Wounded Lands Card 6:
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.
Wounded Lands Card 7:
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.
Wounded Lands Card 8:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Wounded Lands Card 9:
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.
Wounded Lands Card 10:
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.

Verdant Wheel

Female Human Deck Handler

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

Out of turn updates

Hour = 9 MotherMyrtle/Matsu_Kurisu Blessing of Ascension:

Start of Turn
At: #3: Manor House

Give: No

Move: No

At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.

Free explore = Manor House Card 1: Athlete, Ally B or Al1: Fortune-Teller, Ally 1: Charisma 11

Spoiler:
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.

Charisma 1d6, Sword of Iomedae[2] +2, Recovery Elixir of Focus 1d12+2+2+2,
Charisma 11: 1d6 + 2 + 1d12 + 2 + 2 + 2 ⇒ (4) + 2 + (5) + 2 + 2 + 2 = 17 Acquired

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Elixir of Focus: Craft 10: 1d12 + 2 + 2 + 2 ⇒ (7) + 2 + 2 + 2 = 13 -> Elixir of Focus recharged.
Divine Insight: Divine 8: 1d12 + 2 + 1d4 + 2 ⇒ (4) + 2 + (2) + 2 = 10 -> Divine Insight discarded.

Mother Myrtle resets their hand.
Recharge
Discard
Draw Cat

Summary
Location = #3: Manor House (2-4)
Acquired = Al1: Fortune-Teller
Banished = 1: Athlete
Displayed =
Examined =
Add =

From Box = Al1: Fortune-Teller

Give =

Used =

Other =

"

Mother Myrtle wrote:

Hand: Wand of Force Missile, ac Wand of Sacred Weapon, ac Fortune-Teller, Councilor's Ring, Cat, Sage's Journal,

Displayed: Sword of Iomedae[2] ,
Deck: 11 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): Force Missile, Acid Flask, Incitation, Frost Ray, Merchant, Acid Burst, Prayer, Slick Leather
Recharged: Bound Imp, Elixir of Healing, Elixir of Focus,
Discard Pile: ac Mace, ac Wolverine, Acadamae Student, Divine Insight,
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 (□ 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

"


[bFrom Arushaleaes turn:[/b]

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.

Mother Myrtle casts Divine Insight
Recharge Scale of Disguise
Attempt to defeat Wisdom 12: 1d6 + 2d6 + 1 ⇒ (5) + (3, 4) + 1 = 13 Success!

Start of Turn:
Explore Location.

Family Tomb Card 1: Skeleton:

WotR
Monster B
Traits:
Undead
Skelton
Basic
To Defeat:
Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Attempt to defeat Combat 8: 1d12 + 4 + 1d4 ⇒ (8) + 4 + (3) = 15 Defeated!

Discard Druid of the Flame to explore again.

Family Tomb Card 2: 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.

Attempt to acquire Fort 6: 1d8 + 2 ⇒ (6) + 2 = 8 Acquired!

End of Turn:
Reset hand

Summary
Acquired: Helm of the Valkyrie
Banished: Skeleton
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: Blessing of the Spellbound, Amulet of Life 2, Druid of the Flame, Flame Staff, Good Omen, Holy Light,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Current Location: Family Tomb
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Chronicler, Blessing of Abadar, Fire Snake, Blessing of Pharasma, Cure, Cure 2, Blessing of the Spellbound 2, Apprentice, Fireblade, Frigid Blast, Helm of the Valkyrie, Arueshalae's Gift
Recharged: Scale of Disguise,
Discard Pile: Blessing of Pharasma 2, Vulture, Blessing of Ascension,
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: Hand adjustment from previous turn. remove blessing of ascension, good omen

Turn - Hour: Blessing of Ascension
Hour Rules: None
SOT: None
Move: XX -> YY
Location Powers: When a character dies, all characters at this location die.
Explore: Ghalcor
Deathbane Light X bow (vs undead)
Combat 12: 3d8 + 7 ⇒ (8, 4, 1) + 7 = 20
Ghalcor rules: 1d6 ⇒ 5
Defeated

Close check: Defeat Wight

Wight:

Henchman
Type: Monster
Traits: Undead Wight
To Defeat: Combat 10 OR Wisdom Divine 8
The Wight is immune to the Mental and Poison traits. Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them. If defeated, you may immediately attempt to close the location this henchman came from.

Cold Damage: 1d2 ⇒ 2

Deathbane Light X bow (vs undead)
Combat 10: 3d8 + 7 ⇒ (1, 6, 5) + 7 = 19
WPC: Close location but shuffle cards bac into it.

Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Ghalcor
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: Blessing of Wadjet, Blessing of the Quartermaster 3, Compass (Core) 2, Deathbane Light Crossbow, Heavy Crossbow (Core), Longbow (Core),

Displayed: Arueshalae's Gift, Magic Chain Shirt (Core),
Deck: 5 Discard: 4 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): Shortbow (Core), Firesticks, Compass (Core) 1, Blessing of the Quartermaster 1, Quartermaster
Recharged:
Discard Pile: Old Salt, Blessing of the Quartermaster 2, The Winged Serpent, Prayer (Core),
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 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.

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: 12, MotherMyrtle/Matsu_Kurisu

Random Cards:

Monsters
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:
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:
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.

Spoiler:
Ghost
WotR
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

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.

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

Spoiler:
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:
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:
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:
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:
Lance +1
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 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 of the turn, add another 1d8+1.

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:
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:
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.

Spoiler:
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.

Spells
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:
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:
Lightning Touch
WotR
Spell B
Traits:
Magic
Arcane
Attack
Electricity
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:
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:
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.

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

Spoiler:
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:
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.

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:
Horn of Battle Clarity
WotR
Item B
Traits:
Instrument
Magic
Elite
To Acquire:
Melee
Ranged
Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.

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

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

Spoiler:
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.

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

Spoiler:
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.

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

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

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

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

Current Hour:

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

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 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 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 Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 MotherMyrtle/Matsu_Kurisu
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 7 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 Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 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 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 17 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 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
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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Canyon Card 1:
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_
Canyon Card 2:
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.
Canyon 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.
Canyon Card 4:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Canyon Card 5:
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.
Canyon Card 6:
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.
Canyon Card 7:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Location #2: 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: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Cemetery Card 1:
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Cemetery Card 2:
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.
Cemetery Card 3:
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.
Cemetery Card 4:
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.
Cemetery Card 5:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Cemetery Card 6:
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.
Cemetery Card 7:
Cambion
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to 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.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Cemetery Card 8:
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 9:
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.
Cemetery Card 10:
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.

Location #3: Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Manor House Card 1:
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.
Manor House Card 2:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Manor House Card 3:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
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.

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: Arueshalae/tcolmaster01, Alahazra/Grizzly, 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
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
Wounded Lands Card 1:
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.
Wounded Lands Card 2:
Heavy Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Wounded Lands Card 3:
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.
Wounded Lands Card 4:
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.
Wounded Lands Card 5:
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.
Wounded Lands Card 6:
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.
Wounded Lands Card 7:
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.
Wounded Lands Card 8:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Wounded Lands Card 9:
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.
Wounded Lands Card 10:
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.

Verdant Wheel

Female Human Deck Handler

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

Out of turn updates

Hour = 12 MotherMyrtle/Matsu_Kurisu Blessing of Ascension:

Start of Turn
At: #3: Manor House

Give: No

Move: No

At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.

Reveal ac Fortune-Teller(Boon) = Manor House Card 1: Fireblade, Spell B: Yes, Encounter
Location: Sp1 Sanctuary, Spell B or Manor House Card 1: Fireblade, Spell B: Wisdom 6

Spoiler:
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.

Wisdom 1d12+2, Sword of Iomedae[2] +2,
Wisdom 6: 1d12 + 2 + 2 ⇒ (8) + 2 + 2 = 12 Acquired

Free explore = Manor House Card 2: Undead Company, Henchman 2: Special

Spoiler:
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.

Choosing Combat 16
Recovery Wand of Force Missile 1d12+2+1d4+2d4, Sword of Iomedae[2] +2, reveal Sage's Journal +1d4
Combat 16: 1d12 + 2 + 1d4 + 2d4 + 2 + 1d4 ⇒ (7) + 2 + (1) + (3, 1) + 2 + (1) = 17 Success
Everyone has to do a Undead Company check

Assuming everyone succeeds their checks
Location #3: Manor House
When Closing: Summon and acquire a random ally. (Choose from Al1: Wolf, Ally 2: Survival 8 or Al2: Warhorse, Ally 2

Spoiler:

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.

Survival 1d12+2+2, Sword of Iomedae[2] +2,
Survival 8: 1d12 + 2 + 2 + 2 ⇒ (9) + 2 + 2 + 2 = 15 Acquired. #3: Manor House CLOSED

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Wand of Force Missile: Arcane 8: 1d12 + 2 + 1d4 + 2 ⇒ (6) + 2 + (4) + 2 = 14 -> Wand of Force Missile recharged.

Mother Myrtle resets their hand.
Recharge
Discard ac Fireblade
Draw n/a

Summary
Location = #3: Manor House (CLOSED)
Acquired = 1: Fireblade, Al1: Wolf,
Banished = Sp1 Sanctuary, Al2: Warhorse
Displayed = 2: Undead Company
Examined =
Add =

From Box = Sp1 Sanctuary, Al1: Wolf, Al2: Warhorse

Give =

Used =

Other = Everyone has to do a Undead Company check

"

Mother Myrtle wrote:

Hand: ac Wand of Sacred Weapon, Councilor's Ring, Sage's Journal, ac Fortune-Teller, Cat, ac Wolf,

Displayed: Sword of Iomedae[2] ,
Deck: 12 Discard: 5 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): Acid Burst, Incitation, Frost Ray, Force Missile, Prayer, Acid Flask, Slick Leather, Merchant
Recharged: Bound Imp, Elixir of Healing, Elixir of Focus, Wand of Force Missile,
Discard Pile: ac Mace, ac Wolverine, Acadamae Student, Divine Insight, ac Fireblade,
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 (□ 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 vs undead
Combat 16: 3d8 + 7 ⇒ (6, 3, 4) + 7 = 20


Check from Mother Myrtles turn:
Discard Holy Light
Attempt to defeat Combat 16: 1d12 + 4 + 1d4 + 2d12 ⇒ (2) + 4 + (4) + (5, 5) = 20 Success!


Start of Turn:
Move to Canyon
Explore location

Canyon Card 1: 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_

Reveal Fire Staff
Discard Blessing of the Spellbound
Attempt to defeat Combat 13: 2d12 + 4 + 1d4 + 1d4 ⇒ (1, 10) + 4 + (1) + (1) = 17 Defeated!

End of Turn:
Attempt to recover Holy Light 10: 1d12 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8 Failed
Reset Hand

Summary
Acquired: None
Banished: Vampire Spawn
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: Cure 2, Amulet of Life 2, Druid of the Flame, Flame Staff, Good Omen, Fireblade,

Displayed:
Deck: 11 Discard: 4 Buried: 1
Current Location: Canyon
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure, Blessing of Abadar, Apprentice, Frigid Blast, Arueshalae's Gift, Blessing of the Spellbound 2, Fire Snake, Blessing of Pharasma, Chronicler, Helm of the Valkyrie
Recharged: Scale of Disguise,
Discard Pile: Blessing of Pharasma 2, Vulture, Blessing of Ascension, Blessing of the Spellbound,
Buried Pile: Holy Light,

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 Iomedae
Hour Rules: None
SOT: None
Move: CemeteryY
Location Powers: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Explore: Blessing of Nethys
Blessing of Wadjet - discard
Divine 5: 1d4 + 2d8 ⇒ (4) + (7, 5) = 16
Acquired
Discard Compass to explore:

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.

Blessing of the Quartermaster Recharge
Ranged 10: 2d8 + 6 ⇒ (7, 2) + 6 = 15
Acquired
Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

[u]Summary[/u]
Acquired: Blessing of Nethys, Marksman's Bow
Banished: None
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: Blessing of Nethys, Marksman's Bow, Shortbow (Core), Deathbane Light Crossbow, Heavy Crossbow (Core), Longbow (Core),

Displayed: Arueshalae's Gift, Magic Chain Shirt (Core),
Deck: 5 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): Firesticks, Blessing of the Quartermaster 1, Quartermaster, Compass (Core) 1
Recharged: Blessing of the Quartermaster 3,
Discard Pile: Old Salt, Blessing of the Quartermaster 2, Blessing of Wadjet, Compass (Core) 2, The Winged Serpent, Prayer (Core),
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 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.

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: 15, MotherMyrtle/Matsu_Kurisu

Random Cards:

Monsters
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:
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_

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

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

Spoiler:
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:
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:
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:
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:
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:
Longsword
WotR
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 6
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.

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:
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.

Spells
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:
Lightning Touch
WotR
Spell B
Traits:
Magic
Arcane
Attack
Electricity
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:
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:
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:
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:
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.

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

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

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

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

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

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

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

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

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 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 Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 MotherMyrtle/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 MotherMyrtle/Matsu_Kurisu
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 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 Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 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 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 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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
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: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Grizzly, None

Canyon 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.
Canyon 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.
Canyon Card 3:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Canyon Card 4:
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.
Canyon Card 5:
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.
Canyon 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.

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: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, None
Cemetery Card 1:
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.
Cemetery Card 2:
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.
Cemetery Card 3:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Cemetery Card 4:
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.
Cemetery Card 5:
Cambion
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to 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.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Cemetery Card 6:
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 7:
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.
Cemetery Card 8:
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.

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: MotherMyrtle/Matsu_Kurisu, 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
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
Wounded Lands Card 1:
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.
Wounded Lands Card 2:
Heavy Crossbow
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Wounded Lands Card 3:
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.
Wounded Lands Card 4:
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.
Wounded Lands Card 5:
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.
Wounded Lands Card 6:
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.
Wounded Lands Card 7:
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.
Wounded Lands Card 8:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Wounded Lands Card 9:
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.
Wounded Lands Card 10:
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.

Verdant Wheel

Female Human Deck Handler

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

Out of turn updates

Hour = 15 MotherMyrtle/Matsu_Kurisu Blessing of Sarenrae

Start of Turn
At: #3: Manor House

Give: No

Move: #5: Wounded Lands

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

Reveal ac Fortune-Teller(Bane) = Wounded Lands Card 1: Betrayal Demon, Monster 2 : Yes, Encounter
Wounded Lands Card 1: Betrayal Demon, Monster 2: Combat 16

Spoiler:
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.

Recovery ac Wand of Sacred Weapon(W1 Shortbow, Weapon B) 1d8+2+1d6, bury Councilor's Ring +1d20
Combat 16: 1d8 + 2 + 1d6 + 1d20 ⇒ (3) + 2 + (4) + (20) = 29 Banished
Wisdom 1d12+2, Sword of Iomedae[2] +2,
Wisdom 9: 1d12 + 2 + 2 ⇒ (4) + 2 + 2 = 8 Failed. No other characters at this location. No effect

Recharge ac Wolf, examine (Wounded Lands Card 2: Heavy Crossbow)

Free explore = Wounded Lands Card 2: Heavy Crossbow, Weapon B: Dexterity 7

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

1d4 says nope. Banished

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Bury ac Wand of Sacred Weapon

Mother Myrtle resets their hand.
Recharge
Discard
Draw Acid Burst, Acid Flask, Merchant

Summary
Location = #5: Wounded Lands (3-10)
Acquired =
Banished = 1: Betrayal Demon, 2: Heavy Crossbow
Displayed =
Examined =
Add =

From Box = W1 Shortbow

Give =

Used =

Other =

"

Mother Myrtle wrote:

Hand: Sage's Journal, ac Fortune-Teller, Cat, Acid Burst, Acid Flask, Merchant,

Displayed: Sword of Iomedae[2] ,
Deck: 10 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): Prayer, Slick Leather, Incitation, Frost Ray, Force Missile
Recharged: Bound Imp, Elixir of Healing, Elixir of Focus, Wand of Force Missile, ac Wolf,
Discard Pile: ac Mace, ac Wolverine, Acadamae Student, Divine Insight, ac Fireblade,
Buried Pile: Councilor's Ring, ac Wand of Sacred Weapon,

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:
Explore location.

Canyon 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.

Banish Good Omens
Attempt to acquire Dexterity 10: 1d6 + 1d6 + 2 ⇒ (6) + (4) + 2 = 12 Success!

End of Turn:
Attempt to recover Good Omen 8: 1d12 + 4 + 1d6 ⇒ (7) + 4 + (2) = 13 Recharged!
Reset Hand

Summary
Acquired: Force Shortbow +1
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: Cure 2, Amulet of Life 2, Druid of the Flame, Flame Staff, Helm of the Valkyrie, Fireblade,

Displayed:
Deck: 12 Discard: 4 Buried: 1
Current Location: Canyon
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Arueshalae's Gift, Scale of Disguise, Cure, Blessing of Pharasma, Chronicler, Force Shortbow +1, Apprentice, Frigid Blast, Blessing of Abadar, Fire Snake, Blessing of the Spellbound 2
Recharged: Good Omen,
Discard Pile: Blessing of Pharasma 2, Vulture, Blessing of Ascension, Blessing of the Spellbound,
Buried Pile: Holy Light,

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 Torag
Hour Rules:
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: Gossamer Shrouds
Con 7: 1d6 + 2 ⇒ (6) + 2 = 8
Acquired

Discard Blessing of Nethys to examine top 2 card of my location, put back in any order, then explore:
Giant Cockroach
Cultist Archer
Swap and encounter the Archer.

BYA damage: 1d4 - 1 ⇒ (3) - 1 = 2
Bury Gossamer Shrouds to reduce to 0.
Deathbane Light X Bow
Combat 14: 3d8 + 7 ⇒ (6, 4, 5) + 7 = 22
Defeated

Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

[u]Summary[/u]
Acquired: Gossamer Shrouds
Banished: Cultist Archer
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: Compass (Core) 1, Marksman's Bow, Shortbow (Core), Deathbane Light Crossbow, Heavy Crossbow (Core), Longbow (Core),

Displayed: Arueshalae's Gift, Magic Chain Shirt (Core),
Deck: 4 Discard: 7 Buried: 1
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): Quartermaster, Blessing of the Quartermaster 1, Firesticks
Recharged: Blessing of the Quartermaster 3,
Discard Pile: Old Salt, Blessing of the Quartermaster 2, Blessing of Wadjet, Compass (Core) 2, The Winged Serpent, Blessing of Nethys, Prayer (Core),
Buried Pile: Gossamer Shrouds,

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 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.

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: 18, MotherMyrtle/Matsu_Kurisu

Random Cards:

Monsters
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:
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.

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

Spoiler:
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_

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

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

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

Spoiler:
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:
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:
Bolas
WotR
Weapon B
Traits:
Chain
Ranged
Bludgeoning
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

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:
Glibness
WotR
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
IntelligenceArcaneWisdomDivine 6
Display this card next to a character. While displayed, add 3 to that character's Charisma 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, discard 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:
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:
Good Omen
WotR
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
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.

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.

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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Current Hour:

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

Hours Remaining: 12

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 Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 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 Baphomet
WotR
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Hourglass Card 5 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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
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: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Grizzly, None

Canyon 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.
Canyon Card 2:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Canyon Card 3:
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.
Canyon Card 4:
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.
Canyon Card 5:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Location #2: 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: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/tcolmaster01, None
Cemetery Card 1 (Giant Cockroach):
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.
Cemetery Card 2:
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.
Cemetery Card 3:
Cambion
WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to 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.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Cemetery Card 4:
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 5:
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.
Cemetery Card 6:
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.

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
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: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Wounded Lands Card 1:
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.
Wounded Lands Card 2:
Druid of the Storm
WotR
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Wounded Lands Card 3:
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.
Wounded Lands Card 4:
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.
Wounded Lands Card 5:
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.
Wounded Lands Card 6:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Wounded Lands Card 7:
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.
Wounded Lands Card 8:
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.

Verdant Wheel

Female Human Deck Handler

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

Out of turn updates

Hour = 18 MotherMyrtle/Matsu_Kurisu Blessing of Deskari

Start of Turn
At: #5: Wounded Lands

Give: No

Move: No

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

Reveal ac Fortune-Teller(Bane) = Wounded Lands Card Wounded Lands Card 1: Zombie, Monster B : Yes, Encounter
Wounded Lands Card 1: Zombie, Monster B: Combat 9

Spoiler:
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.

Recovery Acid Flask 1d12+2+2+2d6, Sword of Iomedae[2] +2
Combat 9: 1d12 + 2 + 2 + 2d6 + 2 ⇒ (2) + 2 + 2 + (2, 6) + 2 = 16 Banished

Free explore = Wounded Lands Card 2: Druid of the Storm, Ally 2: Charisma 9

Spoiler:
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.

1d6+2 - Nope. Banished :-(

Discard Merchant, explore +1d4 vs Acquire = Wounded Lands Card 3: Corroded Helm, Armor B: Fortitude 3

Spoiler:
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.

Nope. Take 0. Banished

Discard Cat, explore +1d4 on checks invoking Magic = Wounded Lands Card 4: Baleful Shadows, Barrier B: Wisdom 11

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

Wisdom 1d12+2, Sword of Iomedae[2] +2,
Wisdom 11: 1d12 + 2 + 2 ⇒ (11) + 2 + 2 = 15 Banished

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Acid Flask: Craft 6: 1d12 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9 -> Acid Flask recharged.

Mother Myrtle resets their hand.
Recharge
Discard
Draw Frost Ray, Force Missile, Incitation

Summary
Location = #5: Wounded Lands (5-8)
Acquired =
Banished = 1: Zombie, 2: Druid of the Storm, 3: Corroded Helm, 4: Baleful Shadows,
Displayed =
Examined =
Add =

From Box =

Give =

Used =

Other =

"

Mother Myrtle wrote:

Hand: Acid Burst, ac Fortune-Teller, Sage's Journal, Frost Ray, Force Missile, Incitation,

Displayed: Sword of Iomedae[2],
Deck: 8 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): Prayer, Slick Leather
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,
Buried Pile: Councilor's Ring, ac Wand of Sacred Weapon,

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:
Explore location.

Canyon 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.

Attempt to defeat Divine 14: 1d12 + 4 + 1d4 ⇒ (7) + 4 + (2) = 13 Failed!
Use Product Reroll to reroll D12
Attempt 2 to defeat Divine 14: 1d12 ⇒ 10 Results in 16. Success!

Discard Druid of the Flame to Explore again.

Canyon Card 2: Undead Company:

WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.

Reveal Flamestaff
Attempt to defeat Divine 16: 1d12 + 4 + 1d4 + 4 + 1d4 ⇒ (6) + 4 + (1) + 4 + (4) = 19 Success!

Pause Turn

Verdant Wheel

Female Human Deck Handler

Undead Company: Henchman 2: Fortitude 12
Fortitude 1d8+2, reveal Sage's Journal +1d4
Fortitude 12: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14 Success

"

Mother Myrtle wrote:

Hand: Acid Burst, ac Fortune-Teller, Sage's Journal, Frost Ray, Force Missile, Incitation,

Displayed: Sword of Iomedae[2],
Deck: 8 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): Slick Leather, Prayer
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,
Buried Pile: Councilor's Ring, ac Wand of Sacred Weapon,

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

"


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 |

Marksmans Bow w/discard
Combat 16: 1d8 + 6 + 1d6 + 2 + 1d6 + 1 ⇒ (1) + 6 + (2) + 2 + (4) + 1 = 16


Continuing Turn:
Attempt to close location.

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.

Attempt to acquire Divine 5: 1d12 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 Acquired!
Location closed.

Discard Cure to Heal.
Cure roll: 1d4 + 1 ⇒ (4) + 1 = 5 5 cards recharged
Attempt to recover Cure 8: 1d12 + 4 + 1d4 ⇒ (11) + 4 + (4) = 19 Recharged!

End of Turn:
No further actions

Summary
Acquired: Blessing of Abraxas
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: Blessing of Abraxas, Amulet of Life 2, Druid of the Flame, Flame Staff, Helm of the Valkyrie, Fireblade,

Displayed:
Deck: 17 Discard: 0 Buried: 1
Current Location: Canyon
Hero Points: 2
Product Reroll: Yes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Force Shortbow +1, Blessing of the Spellbound 2, Apprentice, Blessing of Abadar, Arueshalae's Gift, Frigid Blast, Chronicler, Fire Snake, Scale of Disguise, Cure, Blessing of Pharasma
Recharged: Good Omen, Blessing of Pharasma 2, Vulture, Blessing of Ascension, Blessing of the Spellbound, Cure 2,
Discard Pile:
Buried Pile: Holy Light,

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 Deskari
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: Giant Cockroach
BYA Not Applicable.
Deathbane Light X Bow vs Undead
Combat 8: 3d8 + 7 ⇒ (6, 5, 2) + 7 = 20
Defeated

Discard Compass to explore:

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.

Ally B, Ally B, and Scribe (Ally 2) Take the Ally and Banish Old Salt from discard pile.

Discard the Scribe to explore:

Cambion:

WotR Monster B
Traits: Outsider Demon Elite
To Defeat: Combat 12
The Cambion is immune to 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. If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

Deathbane Light X Bow vs Undead
Combat 12: 3d8 + 7 ⇒ (7, 4, 6) + 7 = 24

Arushalae ends their turn.

Arushalae attempts to recover all cards in their Recovery pile.

Arushalae resets their hand.

[u]Summary[/u]
Acquired: Scribe
Banished: Giant Cockroach, Cambion
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: Blessing of the Quartermaster 1, Shortbow (Core), Deathbane Light Crossbow, Heavy Crossbow (Core), Longbow (Core),

Displayed: Arueshalae's Gift, Magic Chain Shirt (Core),
Deck: 3 Discard: 9 Buried: 1
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): Firesticks, Quartermaster
Recharged: Blessing of the Quartermaster 3,
Discard Pile: Scribe, Blessing of the Quartermaster 2, Blessing of Wadjet, Compass (Core) 2, The Winged Serpent, Blessing of Nethys, Prayer (Core), Marksman's Bow, Compass (Core) 1,
Buried Pile: Gossamer Shrouds,

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 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: 21, MotherMyrtle/Matsu_Kurisu

Random Cards:

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

Spoiler:
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:
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_

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

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

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

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

Spoiler:
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:
Lance +1
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 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 of the turn, add another 1d8+1.

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:
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:
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.

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

Spoiler:
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:
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.


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:
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.

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

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

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

Allies
Spoiler:
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.

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

Spoiler:
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:
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:
Frilled Lizard
WotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
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 Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Spoiler:
Blessing of 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.

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: 9

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Grizzly:
Spoiler:
Hourglass Card 1 Alahazra/Grizzly
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 2 Arueshalae/tcolmaster01:
Spoiler:
Hourglass Card 2 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 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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: Alahazra/Grizzly, 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, None

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.
Cemetery Card 2:
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.
Cemetery Card 3:
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.

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
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: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Matsu_Kurisu, None
Wounded Lands Card 1:
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.
Wounded Lands Card 2:
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.
Wounded Lands Card 3:
Undead Company
WotR
Henchman 2
Type: Barrier
Traits:
Army
Skirmish
Undead
Ghoul
To Defeat:
Combat
Combat
Divine 16
OR Melee
Stealth
Fortitude 12
The Undead Company is immune to the Mental and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, each character buries a boon, then search this henchman's location deck and banish all boons. Shuffle this henchman into a random open location deck and end your turn.
If defeated, you may immediately close the location this henchman came from.
Wounded Lands 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.
Wounded Lands Card 5:
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.

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