[PFSACG] Swan Song - Season 1Wrath of the Righteous

Game Master TColMaster

Matsu, Big Guy, Dinketry, TCol ready for the fight!


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During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Captain Oparal:

Cohort
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Turn 11:

Kasiya:

Villain
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits. Before you act, each other character summons and encounters the henchman Vescavor Swarm. While you act, before any character plays a card, that character discards a card. If undefeated, bury your discard pile.

Turn 21:
Yavalliska:

Villain
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits. Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon. If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

After building location decks, put 2 random monsters on top of each location deck.

When you create the blessings deck, split it into 3 stacks of 10 cards. Put Yavalliska on top of the first stack, then put the second stack on top of the first stack. Put Faxon Kasiya on top of this stack, then put the third stack on top of the rest.

When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.

At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

To win this scenario, close all locations.

Scenario Level (#): 3

Turn: 0, Ezren/Bigguyinblack

Random Cards:

Monsters
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:
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:
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:
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:
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_

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

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

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

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:
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:
Spirit Blade
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

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:
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:
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:
Rod of the Viper
WotR
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

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

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

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

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

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

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

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

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

Spoiler:
Animal Tamer
WotR
Ally B
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.

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

Spoiler:
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:
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 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:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/dinketry:
Spoiler:
Hourglass Card 1 Alase/dinketry
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 1 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Radovan/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.
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 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ezren/Bigguyinblack
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 Alase/dinketry:
Spoiler:
Hourglass Card 3 Alase/dinketry
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 3 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 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 4 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 4 Shardra/tcolmaster01
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 4 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 4 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 5 Alase/dinketry:
Spoiler:
Hourglass Card 5 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 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 6 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 6 Shardra/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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ezren/Bigguyinblack
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 7 Alase/dinketry:
Spoiler:
Hourglass Card 7 Alase/dinketry
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Radovan/Matsu_Kurisu
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 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 8 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 8 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 8 Ezren/Bigguyinblack
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 9 Alase/dinketry:
Spoiler:
Hourglass Card 9 Alase/dinketry
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 9 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 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 10 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 10 Shardra/tcolmaster01
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 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 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 11 Alase/dinketry:
Spoiler:
Hourglass Card 11 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 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 13 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 13 Shardra/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 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 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 15 Alase/dinketry:
Spoiler:
Hourglass Card 15 Alase/dinketry
Blessing of Torag
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 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 17 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 17 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 18 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 18 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 19 Alase/dinketry:
Spoiler:
Hourglass Card 19 Alase/dinketry
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 20 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 20 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.

Location #1: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #2: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

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

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

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Radovan/Matsu Kurisu - 1-3B: SOVEREIGN OF SACRIFICE

Card Upgrade
New Slot = The Uprising (AD1)
Shock Kukri (AD3) in, Returning Starknife out

Loot
- Cohort: Radovan Virholt: 1d1 ⇒ 1

Starting Location
= Starting with Shardra

Scenario effect
= n/a

Starting Hand

"

Radovan wrote:

Hand: ch Radovan Virholt, Sergeant-at-Arms, Crow, Spyglass, The Uprising, lt Shining Wayfinder,

Displayed: Quang [ ], Norge [ ], Mythic Champion [3],
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Priest of Pharasma, Compass, Incitation, The Vision, Keen Rapier, Red Leathers, Cerulean Mastermind, Shock Kukri, Snakebite Dagger, The Cyclone, Prayer (2), Keen Starknife, Eries Yelloweyes
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable +2
- Stealth +2
- Quang (Acrobatics) +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Norge (Fortitude) +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
- Diplomacy +2
- Fell Viridio (Perception) +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (~ 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon (~ or if your check has the Finesse trait).
Reduce Fire, Poison or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1 (~ 2).
~ When a character at your location encounters a weapon or an armor (~ or an item or an ally), you may bury a card displayed next to a displayed devil form to add 1d6 to a check to acquire it.
~ When you would discard an ally for its power, you may bury a card displayed next to a displayed devil form to recharge the ally instead. (~ When you acquire an ally, display a barrier from the box next to a displayed devil form.)
Devil Forms
[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.
[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.
[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Shardra deck Handler | Divine Pack | Ultimate Magic ||| STR d6 | DEX d4 | CON d10 (Fort +2) | INT d6 | WIS d10 +3 (Divine +3 Know +2) | CHA d6

Starting Location: Sanctum

"

Shardra wrote:

Hand: Kolo, Gray Maiden Plate, Locate Object, Gem of Mental Acuity (Core), Holy Light, Blessing of the Spellbound 1 (Core), Flame Staff (Core),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 7
Mythic Points: 3
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound 3 (Core), Priest of Pharasma (Core), Holy Javelin, Blessing of Abraxas, Blessing of the Spellbound 2 (Core), Acolyte (Core), Cure (Core), Blessing of Pharasma (Core), Embiggen, Burning Snot (Core), Divine Fortune
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine +3
Knowledge +2
Charisma d6 ☐ +1 ☐ +2
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Righteous Medal of Spirit: Wis, Con, Cha

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | ☐ Heavy Armors | Divine
POWERS:
When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your ([x] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.

"


Deck Handler Desired Upgrades: Spell 1

Trading out Ring of Protection (Core) for Black Robe. Starting with Alase.

Ezren wrote:

Hand: Sage's Journal (Core), Enhance, Force Missile, Embiggen, Ukobach, Djinn, Mist Horn (Core), Count Jeggare,

Displayed:
Deck: 10 Discard: 0 Buried: 0
"Current Location: Alase
Hero Points: 7"
"NOTES:
Available Support: Use whatever support you need.
Shield of Iomedae: + to Dexterity/Constitution/Intelligence Mythic Charges 3/3
Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile
Folio reroll unused

Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)

Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.

Embiggen: Freely display next to a local character. While displayed: On that character’s checks, replace all dice as follows: d4->d8, d6->d10, d8->12, d10->d12, d12->d20 (if you have one). At the end of the turn, banish.

Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
Movement: Move me to NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hungering Staff, Frost Ray (Core), Arcane Robes, Fire Sneeze, Bound Imp (Core), Life Drain (Core), Black Robe, Infernal Healing, Glamour, Cure
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

"Arcane Intelligence +2 "
"Craft Intelligence +1 "
"Knowledge Intelligence +2 "

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
[x] When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card.
Once per turn, you may ignore the Corrupted trait on a card.


Alase Deck Handler

I don't have a weapon in my deck, nor do I have a Corrupted card. As such, I think that Abattoir is my best starting location.

Alase wrote:

Hand: Soul Shard, Banner of Valor, Blessing of Norgorber, Bound Imp, Sacred Prism, Blessing of the Spy, Detect Thoughts, Tonbarse, Captain Oparal,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 5
Mythic Charges: 3
NOTES:
Available Support: Tonbarse can be played at anyone's location freely if not already displayed.
Movement: Folio reroll unused. Mythic Charges held.
Other: Hi I'm Alase! Add my number of mythic charges to my Strength or Charisma check. Then I may expend 1 or more charges. If I do, after I assemble my dice, for each charge expended, replace 1 of my highest non-d20 dice with a d20, and if I succeed at the check, choose another character at my location to get a charge. When a character at my location encounters a card, I may give 5 of my mythic charges to other characters at my location; I choose how to distribute them.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Augury, Blessing of Achaekek, Blessing of Abadar, Blessing of Lamasthu, Blessing of Iomedae, Lockpick Shield, Bound Lantern Archon, Evolution Surge, Object Reading, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
None
Role Card: God Caller
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, (☐ then, if it is a blessing, you may encounter it), then (☐ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.
Mythic Marshal: Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Captain Oparal:

Cohort
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Turn 11:

Kasiya:

Villain
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits. Before you act, each other character summons and encounters the henchman Vescavor Swarm. While you act, before any character plays a card, that character discards a card. If undefeated, bury your discard pile.

Turn 21:
Yavalliska:

Villain
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits. Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon. If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

After building location decks, put 2 random monsters on top of each location deck.

When you create the blessings deck, split it into 3 stacks of 10 cards. Put Yavalliska on top of the first stack, then put the second stack on top of the first stack. Put Faxon Kasiya on top of this stack, then put the third stack on top of the rest.

When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.

At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

To win this scenario, close all locations.

Scenario Level (#): 3

Turn: 1, Alase/dinketry

Random Cards:

Monsters
Spoiler:
Mist Horror
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.

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

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

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

Spoiler:
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.

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

Spoiler:
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.

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

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

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

Spoiler:
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.

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

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

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

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

Current Hour:

Blessing of 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 0 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 0 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 1 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 1 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 1 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 1 Ezren/Bigguyinblack
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Alase/dinketry:
Spoiler:
Hourglass Card 2 Alase/dinketry
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 2 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 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 3 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 3 Shardra/tcolmaster01
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 3 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 Alase/dinketry:
Spoiler:
Hourglass Card 4 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 5 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 5 Shardra/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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 5 Ezren/Bigguyinblack
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 Alase/dinketry:
Spoiler:
Hourglass Card 6 Alase/dinketry
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 6 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Radovan/Matsu_Kurisu
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 7 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 7 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ezren/Bigguyinblack
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 Alase/dinketry:
Spoiler:
Hourglass Card 8 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 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 9 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 9 Shardra/tcolmaster01
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 9 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 9 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 10 Alase/dinketry:
Spoiler:
Hourglass Card 10 Alase/dinketry
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 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 12 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 12 Shardra/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 13 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 13 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 14 Alase/dinketry:
Spoiler:
Hourglass Card 14 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 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 16 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 16 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 17 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 17 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 18 Alase/dinketry:
Spoiler:
Hourglass Card 18 Alase/dinketry
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 19 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 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.

Location #1: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 4 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Cathedral of Chaos 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.
Cathedral of Chaos Card 2:
Betrayal Demon
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Cathedral of Chaos Card 3:
Warmonger Wasp
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
Cathedral of Chaos Card 4:
Symbol of Insanity
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Cathedral of Chaos Card 5:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cathedral of Chaos Card 6:
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.
Cathedral of Chaos Card 7:
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.
Cathedral of Chaos Card 8:
Blood of Eustoyriax
WotR
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Cathedral of Chaos Card 9:
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.
Cathedral of Chaos Card 10:
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.
Cathedral of Chaos Card 11:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Cathedral of Chaos Card 12:
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.

Location #2: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 4 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Occult Library Card 1:
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.
Occult Library Card 2:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Occult Library Card 3:
Create Spiked Pit
WotR
Spell 3
Traits:
Magic
Arcane
Trap
Elite
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded 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 10 check to recharge this card instead of discarding or burying it.
Occult Library Card 4:
Spellbottle
WotR
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Occult Library Card 5:
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.
Occult Library Card 6:
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.
Occult Library Card 7:
Redeemer Blacksmith
WotR
Ally 3
Traits:
Human
Hireling
To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.
Occult Library Card 8:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Occult Library Card 9:
Hellmouth Lash
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Occult Library Card 10:
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.
Occult Library Card 11:
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.
Occult Library Card 12:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 5 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Chamber Card 1:
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Torture Chamber Card 2:
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_
Torture Chamber Card 3:
Temptation of Sorcery
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 4:
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.
Torture Chamber Card 5:
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.
Torture Chamber 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.
Torture Chamber Card 7:
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.
Torture Chamber Card 8:
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_
Torture Chamber Card 9:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Torture Chamber Card 10:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Torture Chamber Card 11:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Torture Chamber Card 12:
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.

Location #4: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 6 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, Alase/dinketry, None
Abattoir Card 1:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Abattoir Card 2:
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_
Abattoir Card 3:
Sawtooth Sabre +2
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Abattoir Card 4:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Abattoir Card 5:
Spite Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_
Abattoir Card 6:
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.
Abattoir Card 7:
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_
Abattoir Card 8:
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.
Abattoir Card 9:
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_
Abattoir Card 10:
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.
Abattoir Card 11:
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.
Abattoir Card 12:
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.

Location #5: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 5 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/tcolmaster01, Radovan/Matsu_Kurisu, None
Sanctum 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.
Sanctum Card 2:
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_
Sanctum Card 3:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Sanctum Card 4:
Dominion Scientist
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
Sanctum Card 5:
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.
Sanctum Card 6:
Will-O'-Wisp
WotR
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Sanctum 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.
Sanctum Card 8:
Lost Soul
WotR
Monster 3
Traits:
Undead
To Defeat:
Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_
Sanctum Card 9:
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.
Sanctum Card 10:
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.
Sanctum Card 11:
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.
Sanctum Card 12:
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.


Alase Deck Handler

The voices scream in Alase's head as she stares at the corrupted grandeur of Undarin. My people are likely long-dead in this place, she reasoned. The demons likely flogged and flayed crusaders and other not-yet corrupted souls. If I were to find any passage of Sarkorian presence, I would do well to search the offal of discarded bodies.

She looks over her colleagues. The elven paladin steps up wordlessly, accurately guessing her intentions. Surprisingly, so too does the red-eyed wizard step forward. She rewards them both with a curt nod.

To my tīpuna, in whatever state they may be found, she reasons.

The hour is Blessing of Abraxas. SOT examine top card at the Abattoir: Peryton. Place it on top of Cathedral of Chaos. Display Tonbarse. Use Detect Thoughts: Mongrel Ranger, Sawtooth Sabre +2, Undarin Patrol. Shuffle location and place Mongrel Ranger on top. Display Bound Imp and draw two cards: Blessing of Achaekek, Bound Lantern Archon. Ezren displays Mist Horn.

First (free) explore: Mongrel Ranger. BYA Ranged Damage: 1d4 - 1 ⇒ (4) - 1 = 3 Discard Bound Lantern Archon for the single point of damage (after reduction by the Mist Horn). Random monster: Mist Horror (DC 20). Recharge Blessing of Norgorber to bless. Reveal Captain Oparal for a boost. Melee (20) Check: 2d10 + 3 + 3 + 2 + 2 + 1d6 ⇒ (2, 1) + 3 + 3 + 2 + 2 + (4) = 17 FAIL! Ugh. Use Paizo reroll on that '1'. Reroll (20) Check: 1d10 + 16 ⇒ (4) + 16 = 20 SUCCESS! Banished. Discard Blessing of the Spy to examine again, this time blessed.

Second (random) explore: 1d10 + 2 ⇒ (7) + 2 = 9: Commander's Field Plate. Charisma (8) Check, Blessed: 2d10 + 2 + 3 ⇒ (6, 6) + 2 + 3 = 17 SUCCESS! Acquired. Recharge Captain Oparal to shuffle Bound Lantern Archon back into deck. End turn. Examine top card of location (reroll '9'): 1d10 + 2 ⇒ (8) + 2 = 10: Baleful Shadows. Draw Tonbarse and shuffle location.

Recovery Detect Thoughts (10) Check: 1d10 + 2 + 2 + 3 ⇒ (6) + 2 + 2 + 3 = 13 SUCCESS! Recharged.
Recovery Bound Imp (8) Check: 1d10 + 2 + 2 + 3 ⇒ (1) + 2 + 2 + 3 = 8 Auto-SUCCESS! Recharged.

Ezren has displayed Mist Horn - thank you!
Abattoir Card #1 (Peryton) is now on top of Cathedral of Chaos.
Abattoir Card #2 is banished; Abattoir Card #9 is acquired.
Used random monster #1.
Tonbarse is not displayed.

As her small band approaches the abattoir, a hiss of an arrow cut through the darkness. "The First Descendants guard this place from those that would prey," a mirthful voice rings out. "You would do well ahhhh-AHHHHHH!------"

The voice ends in a harsh gurgle. After a pause, Tonbarse jogs towards the team, fresh blood dripping from his maw. "He had a nice suit of armour," the bear mentions. "Shiny."

Alase wrote:

Hand: Soul Shard, Banner of Valor, Commander's Field Plate, Blessing of Achaekek, Sacred Prism, Blessing of Lamasthu, Tonbarse,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 5
Mythic Charges: 3
NOTES:
Available Support: Tonbarse can be played at anyone's location freely if not already displayed.
Movement: Folio reroll used. Mythic Charges held.
Other: Hi I'm Alase! Add my number of mythic charges to my Strength or Charisma check. Then I may expend 1 or more charges. If I do, after I assemble my dice, for each charge expended, replace 1 of my highest non-d20 dice with a d20, and if I succeed at the check, choose another character at my location to get a charge. When a character at my location encounters a card, I may give 5 of my mythic charges to other characters at my location; I choose how to distribute them.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Lockpick Shield, Evolution Surge, Blessing of Iomedae, Bound Lantern Archon, Object Reading, Augury, Blessing of Norgorber, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat
Recharged: Captain Oparal, Detect Thoughts, Bound Imp,
Discard Pile: Blessing of the Spy,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
None
Role Card: God Caller
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, (☐ then, if it is a blessing, you may encounter it), then (☐ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.
Mythic Marshal: Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Captain Oparal:

Cohort
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Turn 11:

Kasiya:

Villain
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits. Before you act, each other character summons and encounters the henchman Vescavor Swarm. While you act, before any character plays a card, that character discards a card. If undefeated, bury your discard pile.

Turn 21:
Yavalliska:

Villain
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits. Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon. If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

After building location decks, put 2 random monsters on top of each location deck.

When you create the blessings deck, split it into 3 stacks of 10 cards. Put Yavalliska on top of the first stack, then put the second stack on top of the first stack. Put Faxon Kasiya on top of this stack, then put the third stack on top of the rest.

When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.

At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

To win this scenario, close all locations.

Scenario Level (#): 3

Turn: 1, Alase/dinketry

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:
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_

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:
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:
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:
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:
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:
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:
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:
Shocking Lance +1
WotR
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

Spoiler:
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:
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:
Rod of the Viper
WotR
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

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

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

Spoiler:
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:
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.

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

Armors
Spoiler:
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:
Sniper's Studded Leather
WotR
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

Spoiler:
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.

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

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

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

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

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 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 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.

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 0 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 0 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 1 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 1 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 1 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 1 Ezren/Bigguyinblack
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Alase/dinketry:
Spoiler:
Hourglass Card 2 Alase/dinketry
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 2 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 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 3 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 3 Shardra/tcolmaster01
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 3 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 Alase/dinketry:
Spoiler:
Hourglass Card 4 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card 5 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 5 Shardra/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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 5 Ezren/Bigguyinblack
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 Alase/dinketry:
Spoiler:
Hourglass Card 6 Alase/dinketry
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 6 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Radovan/Matsu_Kurisu
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 7 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 7 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ezren/Bigguyinblack
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 Alase/dinketry:
Spoiler:
Hourglass Card 8 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 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 9 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 9 Shardra/tcolmaster01
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 9 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 9 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 10 Alase/dinketry:
Spoiler:
Hourglass Card 10 Alase/dinketry
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 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 12 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 12 Shardra/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 13 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 13 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 14 Alase/dinketry:
Spoiler:
Hourglass Card 14 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 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 16 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 16 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 17 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 17 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 18 Alase/dinketry:
Spoiler:
Hourglass Card 18 Alase/dinketry
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 19 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 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.

Location #1: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 5 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Cathedral of Chaos Card 1:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Cathedral of Chaos Card 2:
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.
Cathedral of Chaos Card 3:
Betrayal Demon
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Cathedral of Chaos Card 4:
Warmonger Wasp
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
Cathedral of Chaos Card 5:
Symbol of Insanity
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Cathedral of Chaos Card 6:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cathedral of Chaos Card 7:
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.
Cathedral of Chaos Card 8:
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.
Cathedral of Chaos Card 9:
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.
Cathedral of Chaos Card 10:
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.
Cathedral of Chaos Card 11:
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.
Cathedral of Chaos Card 12:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Cathedral of Chaos Card 13:
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.

Location #2: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 4 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Occult Library Card 1:
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.
Occult Library Card 2:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Occult Library Card 3:
Create Spiked Pit
WotR
Spell 3
Traits:
Magic
Arcane
Trap
Elite
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded 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 10 check to recharge this card instead of discarding or burying it.
Occult Library Card 4:
Spellbottle
WotR
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Occult Library Card 5:
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.
Occult Library Card 6:
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.
Occult Library Card 7:
Redeemer Blacksmith
WotR
Ally 3
Traits:
Human
Hireling
To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.
Occult Library Card 8:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Occult Library Card 9:
Hellmouth Lash
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Occult Library Card 10:
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.
Occult Library Card 11:
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.
Occult Library Card 12:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 5 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Chamber Card 1:
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Torture Chamber Card 2:
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_
Torture Chamber Card 3:
Temptation of Sorcery
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 4:
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.
Torture Chamber Card 5:
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.
Torture Chamber 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.
Torture Chamber Card 7:
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.
Torture Chamber Card 8:
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_
Torture Chamber Card 9:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Torture Chamber Card 10:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Torture Chamber Card 11:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Torture Chamber Card 12:
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.

Location #4: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, Alase/dinketry, None
Abattoir 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.
Abattoir 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.
Abattoir Card 3:
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_
Abattoir Card 4:
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.
Abattoir Card 5:
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.
Abattoir Card 6:
Sawtooth Sabre +2
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Abattoir Card 7:
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.
Abattoir Card 8:
Spite Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_
Abattoir Card 9:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Abattoir Card 10:
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_

Location #5: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 5 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/tcolmaster01, Radovan/Matsu_Kurisu, None
Sanctum 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.
Sanctum Card 2:
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_
Sanctum Card 3:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Sanctum Card 4:
Dominion Scientist
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
Sanctum Card 5:
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.
Sanctum Card 6:
Will-O'-Wisp
WotR
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Sanctum 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.
Sanctum Card 8:
Lost Soul
WotR
Monster 3
Traits:
Undead
To Defeat:
Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_
Sanctum Card 9:
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.
Sanctum Card 10:
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.
Sanctum Card 11:
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.
Sanctum Card 12:
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.


Alase Deck Handler

EDIT: I examined and encountered from the wrong location. I also realised that I screwed up more than just that on my turn. I forgot to adjust the combat DC based on the location power.

Retcon Melee Against Mongrel Ranger (20+4) Check: 1d1 ⇒ 1 FAIL! I failed that first one with pathetic rolls, but I'll retcon that I wouldn't have just rerolled one die with that anaemic initial roll; I would have rerolled the entire thing (and used a Hero Point instead of a Paizo reroll). Hero Point Reroll: 2d10 + 3 + 3 + 2 + 2 + 1d6 ⇒ (7, 10) + 3 + 3 + 2 + 2 + (3) = 30 SUCCESS! Discard Blessing of the Spy to explore again, this time blessed.

Second Explore: 1d10 ⇒ 2: Marksman's Bow Dexterity (10) Check, Blessed: 2d6 ⇒ (4, 4) = 8 FAIL! Banished. Rest of the EOT actions remain the same.

Abattoir Card #2 banished.

Retcon Dialogue

As her small band approaches the abattoir, a hiss of an arrow cut through the darkness. "The First Descendants guard this place from those that would prey," a mirthful voice rings out. "You would do well ahhhh-AHHHHHH!------"

The voice ends in a harsh gurgle. After a pause, Tonbarse jogs towards the team, fresh blood dripping from his maw. "He had a nice suit of armour bow," the bear mentions, "Shiny but it broke."

Alase wrote:

Hand: Soul Shard, Banner of Valor, Object Reading, Blessing of Achaekek, Sacred Prism, Blessing of Lamasthu, Tonbarse,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 4
Mythic Charges: 3
NOTES:
Available Support: Tonbarse can be played at anyone's location freely if not already displayed.
Movement: Folio reroll unused. Mythic Charges held.
Other: Hi I'm Alase! Add my number of mythic charges to my Strength or Charisma check. Then I may expend 1 or more charges. If I do, after I assemble my dice, for each charge expended, replace 1 of my highest non-d20 dice with a d20, and if I succeed at the check, choose another character at my location to get a charge. When a character at my location encounters a card, I may give 5 of my mythic charges to other characters at my location; I choose how to distribute them.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bound Lantern Archon, Augury, Blessing of Abadar, Evolution Surge, Lockpick Shield, Blessing of Norgorber, Blessing of Iomedae, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat
Recharged: Captain Oparal, Detect Thoughts, Bound Imp,
Discard Pile: Blessing of the Spy,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
None
Role Card: God Caller
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, (☐ then, if it is a blessing, you may encounter it), then (☐ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.
Mythic Marshal: Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn Order Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, Radovan/Matsu_Kurisu,

Out of turn updates

Hour = 0 Radovan/Matsu_Kurisu: Blessing of Baphomet

Start of Turn
At: #5: Sanctum

Give: No

Move: No

At This Location: When you move, bury a card.

Discard Spyglass, examine 2(Sanctum Card 1: Incubus, Sanctum Card 2: Spectre)

Free explore = Sanctum Card 1: Incubus, Monster 2: Combat 15

Spoiler:
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.

Before you act, Shardra/tcolmaster01 summons and encounters this adventure's servitor demon.
Strength 1d8, Mythic Champion [3] +3, 1HD +1d4, No weapon +1d4, Norge(Fire) +1
Alase displays Tonbarse and Radovan recharges a card(Crow), Alase recharges a blessing +1d8, Alase displays Banner of Valor @ #5: Sanctum +1d8
Combat 15: 1d8 + 3 + 1d4 + 1d4 + 1 + 1d8 + 1d8 ⇒ (2) + 3 + (1) + (2) + 1 + (5) + (7) = 21 Banished

End of Turn

Recovery

Reset
Recharge
Discard
Draw Keen Starknife

Summary
Location = #5: Sanctum (2-12)
Acquired =
Banished =
Examined = Sanctum Card 2: Spectre

Added =

Add to Boon Pile =

Displayed = Alase displays Banner of Valor @ #5: Sanctum

From Box =

Give =

Used =

Other = Before you act, Shardra/tcolmaster01 summons and encounters this adventure's servitor demon.
Alase displays Tonbarse, Alase recharges a blessing

"

Radovan wrote:

Hand: lt Shining Wayfinder, Sergeant-at-Arms, The Uprising, ch Radovan Virholt, Keen Starknife,

Displayed: Quang [ ], Norge [ ], Mythic Champion [3],
Deck: 14 Discard: 1 Buried: 0
Hero Points: 7
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Red Leathers, The Cyclone, Cerulean Mastermind, Compass, The Vision, Incitation, Keen Rapier, Snakebite Dagger, Priest of Pharasma, Prayer (2), Eries Yelloweyes, Shock Kukri, Prayer
Recharged: Crow,
Discard Pile: Spyglass,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable +2
- Stealth +2
- Quang (Acrobatics) +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Norge (Fortitude) +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
- Diplomacy +2
- Fell Viridio (Perception) +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (~ 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon (~ or if your check has the Finesse trait).
Reduce Fire, Poison or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1 (~ 2).
~ When a character at your location encounters a weapon or an armor (~ or an item or an ally), you may bury a card displayed next to a displayed devil form to add 1d6 to a check to acquire it.
~ When you would discard an ally for its power, you may bury a card displayed next to a displayed devil form to recharge the ally instead. (~ When you acquire an ally, display a barrier from the box next to a displayed devil form.)
Devil Forms
[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.
[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.
[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Shardra deck Handler | Divine Pack | Ultimate Magic ||| STR d6 | DEX d4 | CON d10 (Fort +2) | INT d6 | WIS d10 +3 (Divine +3 Know +2) | CHA d6

-Display Gray Maiden Plate on start of game.
Out of Turn Updates: Shadow Demon Fight
BYA Damage: 1d4 ⇒ 2 Draw Gray Maiden Plate, Discard Gem of Mental Acuity.
Holy Javelin vs Outsider, Banner of Valor
Combat 20: 1d10 + 4 + 3 + 3 + 2d12 + 1d8 ⇒ (5) + 4 + 3 + 3 + (6, 8) + (3) = 32

Turn - Hour: Blessing of Iomedae
Hour Rules: None
SOT: Display Gray Maiden Plate
Move: XX -> YY
Location Powers: When you move, bury a card.
Explore: Spectre
Can't fail Combat 11 with Flame Staff.

Cast Locate Object:

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.

Auto Acquire.

Shardra ends their turn.

Shardra attempts to recover all cards in their Recovery pile.
Can't fail to recharge cast spells.
Shardra resets their hand.

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

"

Shardra wrote:

Hand: Kolo, Protect, Acolyte (Core), Cure (Core), Blessing of the Spellbound 1 (Core), Flame Staff (Core),

Displayed: Gray Maiden Plate,
Deck: 11 Discard: 1 Buried: 0
Hero Points: 7
Mythic Points: 3
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Priest of Pharasma (Core), Embiggen, Blessing of the Spellbound 3 (Core), Divine Fortune, Holy Javelin, Blessing of Pharasma (Core), Blessing of Abraxas, Blessing of the Spellbound 2 (Core), Burning Snot (Core)
Recharged: Holy Light, Locate Object,
Discard Pile: Gem of Mental Acuity (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine +3
Knowledge +2
Charisma d6 ☐ +1 ☐ +2
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Righteous Medal of Spirit: Wis, Con, Cha

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | ☐ Heavy Armors | Divine
POWERS:
When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your ([x] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.

"


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Captain Oparal:

Cohort
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Turn 11:

Kasiya:

Villain
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits. Before you act, each other character summons and encounters the henchman Vescavor Swarm. While you act, before any character plays a card, that character discards a card. If undefeated, bury your discard pile.

Turn 21:
Yavalliska:

Villain
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits. Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon. If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

After building location decks, put 2 random monsters on top of each location deck.

When you create the blessings deck, split it into 3 stacks of 10 cards. Put Yavalliska on top of the first stack, then put the second stack on top of the first stack. Put Faxon Kasiya on top of this stack, then put the third stack on top of the rest.

When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.

At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

To win this scenario, close all locations.

Scenario Level (#): 3

Turn: 4, Ezren/Bigguyinblack

Random Cards:

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

Spoiler:
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:
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:
Mist Horror
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.

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.

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

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

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

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

Spoiler:
Rod of the Viper
WotR
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

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:
Rod of the Viper
WotR
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

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

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

Spoiler:
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:
Steel Shield
WotR
Armor B
Traits:
Shield
Offhand
Elite
To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.

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

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

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

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

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

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

Spoiler:
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:
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:
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.

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

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

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

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

Current Hour:

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

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card -1 Alase/dinketry:
Spoiler:
Hourglass Card -1 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hourglass Card -1 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card -1 Radovan/Matsu_Kurisu
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 0 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 0 Shardra/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 0 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 0 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 1 Alase/dinketry:
Spoiler:
Hourglass Card 1 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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 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 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ezren/Bigguyinblack
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 Alase/dinketry:
Spoiler:
Hourglass Card 3 Alase/dinketry
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 Radovan/Matsu_Kurisu
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 4 Shardra/tcolmaster01
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 4 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 4 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 5 Alase/dinketry:
Spoiler:
Hourglass Card 5 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 Radovan/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 6 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 6 Shardra/tcolmaster01
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 6 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 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 7 Alase/dinketry:
Spoiler:
Hourglass Card 7 Alase/dinketry
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 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 9 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 9 Shardra/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 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 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 11 Alase/dinketry:
Spoiler:
Hourglass Card 11 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 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 13 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 13 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 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 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 15 Alase/dinketry:
Spoiler:
Hourglass Card 15 Alase/dinketry
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 16 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 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.

Location #1: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 5 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Cathedral of Chaos Card 1:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Cathedral of Chaos Card 2:
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.
Cathedral of Chaos Card 3:
Betrayal Demon
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Cathedral of Chaos Card 4:
Warmonger Wasp
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
Cathedral of Chaos Card 5:
Symbol of Insanity
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Cathedral of Chaos Card 6:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cathedral of Chaos Card 7:
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.
Cathedral of Chaos Card 8:
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.
Cathedral of Chaos Card 9:
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.
Cathedral of Chaos Card 10:
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.
Cathedral of Chaos Card 11:
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.
Cathedral of Chaos Card 12:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Cathedral of Chaos Card 13:
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.

Location #2: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 4 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Occult Library Card 1:
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.
Occult Library Card 2:
Giant Amoeba
WotR
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Occult Library Card 3:
Create Spiked Pit
WotR
Spell 3
Traits:
Magic
Arcane
Trap
Elite
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded 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 10 check to recharge this card instead of discarding or burying it.
Occult Library Card 4:
Spellbottle
WotR
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Occult Library Card 5:
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.
Occult Library Card 6:
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.
Occult Library Card 7:
Redeemer Blacksmith
WotR
Ally 3
Traits:
Human
Hireling
To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.
Occult Library Card 8:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Occult Library Card 9:
Hellmouth Lash
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Occult Library Card 10:
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.
Occult Library Card 11:
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.
Occult Library Card 12:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 5 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Chamber Card 1:
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Torture Chamber Card 2:
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_
Torture Chamber Card 3:
Temptation of Sorcery
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 4:
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.
Torture Chamber Card 5:
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.
Torture Chamber 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.
Torture Chamber Card 7:
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.
Torture Chamber Card 8:
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_
Torture Chamber Card 9:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Torture Chamber Card 10:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Torture Chamber Card 11:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Torture Chamber Card 12:
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.

Location #4: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 4 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, Alase/dinketry, None
Abattoir Card 1:
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.
Abattoir Card 2:
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_
Abattoir Card 3:
Cold Iron Mace +1
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.
Abattoir Card 4:
Spite Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_
Abattoir Card 5:
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_
Abattoir Card 6:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Abattoir Card 7:
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.
Abattoir Card 8:
Sawtooth Sabre +2
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Abattoir Card 9:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Location #5: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/tcolmaster01, Radovan/Matsu_Kurisu, None
Sanctum Card 1:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.
Sanctum Card 2:
Lost Soul
WotR
Monster 3
Traits:
Undead
To Defeat:
Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_
Sanctum Card 3:
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.
Sanctum Card 4:
Dominion Scientist
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
Sanctum Card 5:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Sanctum Card 6:
Will-O'-Wisp
WotR
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Sanctum Card 7:
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.
Sanctum Card 8:
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.
Sanctum Card 9:
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.


Deck Handler Desired Upgrades: Spell 1

Blessing of Ascension in effect. Send Mist Horn (Core) to recovery. Examine the top card of my deck Black Robe. Examine the top card of Torture Chamber Constrictor Snake. Leave it there.

Move to Occult Library.

Occult Library Card 1: 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.

Ugh. BYA discard the top card of my deck Black Robe. Requesting one of Alase's blessings.

combat 14 freely desplaying Embiggen and Enhance (Strength), double blessed from Alase: 3d10 + 4 ⇒ (4, 5, 1) + 4 = 14

Discard Ukobach to draw a card Arcane Robes and explore.

Occult Library Card 2: Giant Amoeba:

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

BYA Dexterity 8 using Arcane Robes, revealing Count Jeggare, aided by Embiggen: 1d20 + 1d10 + 9 ⇒ (14) + (7) + 9 = 30

combat 10 casting Force Missile, revealing Count Jeggare, aided by Embiggen: 1d20 + 2d8 + 9 ⇒ (11) + (7, 2) + 9 = 29

Auto recover my cards.

Ezren wrote:

Hand: Sage's Journal (Core), Djinn, Count Jeggare, Fire Sneeze, Infernal Healing, Life Drain (Core), Bound Imp (Core),

Displayed:
Deck: 9 Discard: 2 Buried: 0
"Current Location: Occult Library
Hero Points: 7"
"NOTES:
Available Support: Use whatever support you need.
Shield of Iomedae: + to Dexterity/Constitution/Intelligence Mythic Charges 3/3
Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile
Folio reroll unused

Fire Sneeze: Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
Movement: Move me to NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Glamour, Frost Ray (Core), Cure, Hungering Staff
Recharged: Mist Horn (Core), Arcane Robes, Force Missile, Embiggen, Enhance,
Discard Pile: Black Robe, Ukobach,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

"Arcane Intelligence +2 "
"Craft Intelligence +1 "
"Knowledge Intelligence +2 "

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
[x] When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card.
Once per turn, you may ignore the Corrupted trait on a card.

Occult Library Cards 1 and 2 banished.

Torture Chamber card 1 examined Constrictor Snake.

Alase Buries or discards a blessing.


Alase Deck Handler

Off-turn update #1: display Tonbarse at the Sanctum.
Off-turn update #2: display Banner of Valor at Sanctum.
Off-turn update #3: recharge Blessing of Achaekek for Radovan.
Off-turn update #4: bury Blessing of Lamashtu for Ezren.

Buffeted on all sides by the pleading requests of the souls of the lost and damned, Alase makes her way through the abattoir, intent upon finding some shred of Sarkorian glory through which she can foment an offensive strategy to retake Undarin.

The hour is Blessing of Ascension. Tonbarse is displayed at Sanctum as is Banner of Valor. Use Detect Thoughts to examine top 3 cards at Abattoir: Ghoul, Giant Fly, Cold Iron Mace +1. Shuffle deck and place Giant Fly on top, followed by Ghoul. Upon first examine, call Tonbarse to Abattoir.

First (free) explore: Giant Fly. Melee (9+4) Check: 1d10 + 3 + 3 + 2 + 2 ⇒ (3) + 3 + 3 + 2 + 2 = 13 SUCCESS! Shuffle Giant Fly into other location (reroll 4): 1d5 ⇒ 5: Sanctum. (SORRY!) Examine top card of location again (Ghoul), then shuffle location and draw Tonbarse. End turn.

Recovery Detect Thoughts (10) Check: 1d10 + 2 + 2 + 3 ⇒ (7) + 2 + 2 + 3 = 14 SUCCESS! Recharged.

Abattoir Card #2 banished. Location needs a shuffle.
Banner of Valor is displayed at Sanctum.
Tonbarse is not displayed.

The god-caller disturbs clouds of flies camped out on the rotting corpses of the victims of Undarin. The bear appears at her side, looks around with sadness evident in his weary gaze, then disappears again.

Alase wrote:

Hand: Soul Shard, Tonbarse, Evolution Surge, Bound Lantern Archon, Sacred Prism, Blessing of Iomedae, Invisibility (Core),

Displayed: Banner of Valor,
Deck: 11 Discard: 1 Buried: 1
Hero Points: 4
Mythic Charges: 3
NOTES:
Available Support: Tonbarse can be played at anyone's location freely if not already displayed. Blessing available.
Movement: Folio reroll unused. Mythic Charges held.
Other: Hi I'm Alase! Add my number of mythic charges to my Strength or Charisma check. Then I may expend 1 or more charges. If I do, after I assemble my dice, for each charge expended, replace 1 of my highest non-d20 dice with a d20, and if I succeed at the check, choose another character at my location to get a charge. When a character at my location encounters a card, I may give 5 of my mythic charges to other characters at my location; I choose how to distribute them.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Augury, Blessing of Abadar, Lockpick Shield, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat
Recharged: Captain Oparal, Detect Thoughts, Bound Imp, Blessing of Achaekek, Object Reading,
Discard Pile: Blessing of the Spy,
Buried Pile: Blessing of Lamasthu,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
None
Role Card: God Caller
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, (☐ then, if it is a blessing, you may encounter it), then (☐ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.
Mythic Marshal: Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn Order Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, Radovan/Matsu_Kurisu,

Out of turn updates

Hour = 1 Radovan/Matsu_Kurisu: Blessing of Shax

Start of Turn
At: #5: Sanctum

Give: No

Move: No

At This Location: When you move, bury a card.

Free explore = Sanctum Card 1: Ranseur of the Gargoyle, Weapon 1: Melee 10

Spoiler:
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.

Using Melee to auto fail
Display M1: Gargoyle, Monster 2 on Quang(AD2)

Discard lt Shining Wayfinder, examine(Sanctum Card 2: Lost Soul, Monster 3) then may shuffle(No) and then Explore +1d6 vs Monsters =
Sanctum Card 2: Lost Soul, Monster 3: Combat 19

Spoiler:
Traits:
Undead
To Defeat:
Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Reveal Keen Starknife (4s=6) 1d8+2+2+1d4+1, Mythic Champion [3] +3, 1HD +1d4, Norge(Fire) +1, reveal ch Radovan Virholt +1d6
Combat 15: 1d8 + 2 + 2 + 1d4 + 1 + 3 + 1d4 + 1 + 1d6 ⇒ (3) + 2 + 2 + (2) + 1 + 3 + (1) + 1 + (4) = 19 #4s=1, +2 = 21 Banished

End of Turn

Recovery

Reset
Recharge
Discard
Draw Incitation

Summary
Location = #5: Sanctum (2-9)
Acquired =
Banished = 1: Ranseur of the Gargoyle, 2: Lost Soul
Examined =

Added =

Add to Boon Pile =

Displayed =

From Box = M1: Gargoyle

Give =

Used =

Other =

"

Radovan wrote:

Hand: Keen Starknife, Sergeant-at-Arms, The Uprising, ch Radovan Virholt, Incitation,

Displayed: Quang [AD2 ], Norge [ ], Mythic Champion [3],
Deck: 13 Discard: 2 Buried: 0
Hero Points: 7
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Cerulean Mastermind, Prayer (2), Shock Kukri, Keen Rapier, The Vision, Priest of Pharasma, Snakebite Dagger, The Cyclone, Red Leathers, Compass, Eries Yelloweyes
Recharged: Crow,
Discard Pile: Spyglass, lt Shining Wayfinder,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable +2
- Stealth +2
- Quang (Acrobatics) +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Norge (Fortitude) +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
- Diplomacy +2
- Fell Viridio (Perception) +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (~ 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon (~ or if your check has the Finesse trait).
Reduce Fire, Poison or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1 (~ 2).
~ When a character at your location encounters a weapon or an armor (~ or an item or an ally), you may bury a card displayed next to a displayed devil form to add 1d6 to a check to acquire it.
~ When you would discard an ally for its power, you may bury a card displayed next to a displayed devil form to recharge the ally instead. (~ When you acquire an ally, display a barrier from the box next to a displayed devil form.)
Devil Forms
[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.
[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.
[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Captain Oparal:

Cohort
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Turn 11:

Kasiya:

Villain
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits. Before you act, each other character summons and encounters the henchman Vescavor Swarm. While you act, before any character plays a card, that character discards a card. If undefeated, bury your discard pile.

Turn 21:
Yavalliska:

Villain
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits. Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon. If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

After building location decks, put 2 random monsters on top of each location deck.

When you create the blessings deck, split it into 3 stacks of 10 cards. Put Yavalliska on top of the first stack, then put the second stack on top of the first stack. Put Faxon Kasiya on top of this stack, then put the third stack on top of the rest.

When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.

At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

To win this scenario, close all locations.

Scenario Level (#): 3

Turn: 6, Radovan/Matsu_Kurisu

Random Cards:

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

Spoiler:
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:
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:
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:
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.

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

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

Weapons
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:
Javelin of Lightning
WotR
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

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

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

Spoiler:
Shocking Lance +1
WotR
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

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

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

Spoiler:
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:
Steal Soul
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

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

Spoiler:
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.

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:
Bejeweled Helm
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Talisman of Good
WotR
Item 3
Traits:
Accessory
Magic
Divine
Mythic
To Acquire:
Divine 11
Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.

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

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

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

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

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

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

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

Hours Remaining: 24

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card -2 Shardra/tcolmaster01:
Spoiler:
Hourglass Card -2 Shardra/tcolmaster01
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card -2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card -2 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 -1 Alase/dinketry:
Spoiler:
Hourglass Card -1 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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 0 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 0 Shardra/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 0 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 0 Ezren/Bigguyinblack
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 1 Alase/dinketry:
Spoiler:
Hourglass Card 1 Alase/dinketry
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 1 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Radovan/Matsu_Kurisu
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 2 Shardra/tcolmaster01
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 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 3 Alase/dinketry:
Spoiler:
Hourglass Card 3 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 Radovan/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 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 4 Shardra/tcolmaster01
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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 4 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 5 Alase/dinketry:
Spoiler:
Hourglass Card 5 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 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 7 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 7 Shardra/tcolmaster01
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 8 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 8 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 9 Alase/dinketry:
Spoiler:
Hourglass Card 9 Alase/dinketry
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 10 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 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 11 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 11 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 12 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 12 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 13 Alase/dinketry:
Spoiler:
Hourglass Card 13 Alase/dinketry
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 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.

Location #1: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 5 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Cathedral of Chaos Card 1:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Cathedral of Chaos Card 2:
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.
Cathedral of Chaos Card 3:
Betrayal Demon
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Cathedral of Chaos Card 4:
Warmonger Wasp
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
Cathedral of Chaos Card 5:
Symbol of Insanity
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Cathedral of Chaos Card 6:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cathedral of Chaos Card 7:
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.
Cathedral of Chaos Card 8:
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.
Cathedral of Chaos Card 9:
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.
Cathedral of Chaos Card 10:
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.
Cathedral of Chaos Card 11:
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.
Cathedral of Chaos Card 12:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Cathedral of Chaos Card 13:
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.

Location #2: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, None
Occult Library Card 1:
Create Spiked Pit
WotR
Spell 3
Traits:
Magic
Arcane
Trap
Elite
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded 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 10 check to recharge this card instead of discarding or burying it.
Occult Library Card 2:
Spellbottle
WotR
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Occult Library Card 3:
Betrayal Demon
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Occult Library Card 4:
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.
Occult Library Card 5:
Redeemer Blacksmith
WotR
Ally 3
Traits:
Human
Hireling
To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.
Occult Library Card 6:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Occult Library Card 7:
Hellmouth Lash
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Occult Library Card 8:
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.
Occult Library Card 9:
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.
Occult Library Card 10:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 5 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Chamber Card 1 (Constrictor Snake):
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Torture Chamber Card 2:
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_
Torture Chamber Card 3:
Temptation of Sorcery
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 4:
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.
Torture Chamber Card 5:
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.
Torture Chamber 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.
Torture Chamber Card 7:
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.
Torture Chamber Card 8:
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_
Torture Chamber Card 9:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Torture Chamber Card 10:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Torture Chamber Card 11:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Torture Chamber Card 12:
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.

Location #4: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/dinketry, None
Abattoir Card 1:
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.
Abattoir Card 2:
Demon Eater
WotR
Monster 3
Traits:
Outsider
To Defeat:
Combat 21
Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
Abattoir Card 3:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abattoir 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.
Abattoir Card 5:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Abattoir Card 6:
Spite Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_
Abattoir Card 7:
Sawtooth Sabre +2
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Abattoir Card 8:
Cold Iron Mace +1
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Location #5: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 4 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/tcolmaster01, Radovan/Matsu_Kurisu, None
Sanctum Card 1:
Lost Soul
WotR
Monster 3
Traits:
Undead
To Defeat:
Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_
Sanctum Card 2:
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.
Sanctum Card 3:
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.
Sanctum Card 4:
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.
Sanctum Card 5:
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_
Sanctum Card 6:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Sanctum Card 7:
Dominion Scientist
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
Sanctum 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.
Sanctum Card 9:
Will-O'-Wisp
WotR
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Sanctum Card 10:
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.

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn Order Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, Radovan/Matsu_Kurisu,

Out of turn updates

Hour = 1 Radovan/Matsu_Kurisu: Blessing of Shax

Start of Turn
At: #5: Sanctum

Give: No

Move: No

At This Location: When you move, bury a card.

Free explore = Sanctum Card 1: Lost Soul, Monster 3: Combat 19

Spoiler:
Traits:
Undead
To Defeat:
Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Reveal Keen Starknife (4s=6) 1d8+2+2+1d4+1, Mythic Champion [3] +3, 1HD +1d4, Norge(Fire) +1, reveal ch Radovan Virholt +1d6
Combat 15: 1d8 + 2 + 2 + 1d4 + 1 + 3 + 1d4 + 1 + 1d6 ⇒ (5) + 2 + 2 + (3) + 1 + 3 + (4) + 1 + (5) = 26 #4s=1, +2 = 28 Banished

Discard lt Shining Wayfinder, examine(Sanctum Card 2: Dismissal, Spell 2 ) then may shuffle(No) and then Explore +1d6 vs Monsters =
Sanctum Card 2: Dismissal, Spell 2: Intelligence 10

Spoiler:
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.

1d4 is auto fail
Display M1: Toad Demon, Monster 3 on Quang(AD3)

End of Turn

Recovery

Reset
Recharge
Discard
Draw Incitation

Summary
Location = #5: Sanctum (3-10)
Acquired =
Banished = 1: Lost Soul, 2: Dismissal
Examined =

Added =

Add to Boon Pile =

Displayed =

From Box = M1: Toad Demon,

Give =

Used =

Other =

"

Radovan wrote:

Hand: Keen Starknife, Sergeant-at-Arms, The Uprising, ch Radovan Virholt, Incitation,

Displayed: Quang [AD3 ], Norge [ ], Mythic Champion [3],
Deck: 13 Discard: 2 Buried: 0
Hero Points: 7
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Cyclone, Keen Rapier, Priest of Pharasma, Prayer, Eries Yelloweyes, Red Leathers, The Vision, Shock Kukri, Compass, Prayer (2), Snakebite Dagger, Cerulean Mastermind
Recharged: Crow,
Discard Pile: Spyglass, lt Shining Wayfinder,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable +2
- Stealth +2
- Quang (Acrobatics) +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Norge (Fortitude) +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
- Diplomacy +2
- Fell Viridio (Perception) +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (~ 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon (~ or if your check has the Finesse trait).
Reduce Fire, Poison or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1 (~ 2).
~ When a character at your location encounters a weapon or an armor (~ or an item or an ally), you may bury a card displayed next to a displayed devil form to add 1d6 to a check to acquire it.
~ When you would discard an ally for its power, you may bury a card displayed next to a displayed devil form to recharge the ally instead. (~ When you acquire an ally, display a barrier from the box next to a displayed devil form.)
Devil Forms
[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.
[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.
[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Shardra deck Handler | Divine Pack | Ultimate Magic ||| STR d6 | DEX d4 | CON d10 (Fort +2) | INT d6 | WIS d10 +3 (Divine +3 Know +2) | CHA d6

Out of Turn Updates: None

Turn - Hour: Blessing of Abraxas
Hour Rules: None
SOT: Free Examine: Sanctum - Ranseur of the Gargoyle Move to top of Cathedral of Chaos
Move: XX -> YY
Location Powers: When you move, bury a card.
Explore: Lance
Fail, Banish.

Discard Acolyte to explore:

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_

Auto Defeated with Flame Staff.
RNG Move: 1d5 ⇒ 1
Discard Blessing of the Spellbound to Explore:

Undarin Patrol:

None Henchman 3
Type: Barrier
Traits: Demon Outsider Skirmish
To Defeat: Dexterity Perception Stealth 12 OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card. If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Knowledge 14: 1d10 + 12 ⇒ (7) + 12 = 19
Defeated
Examine top 3 cards of any location - Occult Library
Create Spiked Pit
Spellbottle
Betrayal Demon

Can't attempt to close, no corrupted card in hand.

Cure: 1d4 + 1 ⇒ (1) + 1 = 2
RNG: 1d3 ⇒ 1

Shardra ends their turn.

Shardra attempts to recover all cards in their Recovery pile.
Can't fail to recharge CURE.
Shardra resets their hand.

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

"

Shardra wrote:

Hand: Kolo, Protect, Blessing of the Spellbound 3 (Core), Blessing of Abraxas, Locate Object, Flame Staff (Core),

Displayed: Gray Maiden Plate,
Deck: 11 Discard: 1 Buried: 0
Hero Points: 7
Mythic Points: 3
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Holy Light, Burning Snot (Core), Blessing of the Spellbound 1 (Core), Blessing of the Spellbound 2 (Core), Acolyte (Core), Priest of Pharasma (Core), Embiggen, Holy Javelin, Divine Fortune, Blessing of Pharasma (Core)
Recharged: Cure (Core),
Discard Pile: Gem of Mental Acuity (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine +3
Knowledge +2
Charisma d6 ☐ +1 ☐ +2
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Righteous Medal of Spirit: Wis, Con, Cha

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | ☐ Heavy Armors | Divine
POWERS:
When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your ([x] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.

"


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Captain Oparal:

Cohort
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Turn 11:

Kasiya:

Villain
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits. Before you act, each other character summons and encounters the henchman Vescavor Swarm. While you act, before any character plays a card, that character discards a card. If undefeated, bury your discard pile.

Turn 21:
Yavalliska:

Villain
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits. Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon. If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

After building location decks, put 2 random monsters on top of each location deck.

When you create the blessings deck, split it into 3 stacks of 10 cards. Put Yavalliska on top of the first stack, then put the second stack on top of the first stack. Put Faxon Kasiya on top of this stack, then put the third stack on top of the rest.

When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.

At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

To win this scenario, close all locations.

Scenario Level (#): 3

Turn: 8, Ezren/Bigguyinblack

Random Cards:

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

Spoiler:
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_

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:
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:
Drake Rider
WotR
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23
The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

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

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

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

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

Spoiler:
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:
Steal Soul
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

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:
Paralyze
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

Spoiler:
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:
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:
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:
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.

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

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

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

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

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/dinketry:
Spoiler:
Hourglass Card 1 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 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 3 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 3 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 4 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 4 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 5 Alase/dinketry:
Spoiler:
Hourglass Card 5 Alase/dinketry
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 6 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Radovan/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 7 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 7 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 8 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 8 Ezren/Bigguyinblack
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 Alase/dinketry:
Spoiler:
Hourglass Card 9 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 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 11 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 11 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 12 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 12 Ezren/Bigguyinblack
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 13 Alase/dinketry:
Spoiler:
Hourglass Card 13 Alase/dinketry
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 14 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 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 15 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 15 Shardra/tcolmaster01
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 16 Ezren/Bigguyinblack
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 17 Alase/dinketry:
Spoiler:
Hourglass Card 17 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 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 19 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 19 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.
Hourglass Card 20 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 20 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 21 Alase/dinketry:
Spoiler:
Hourglass Card 21 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 22 Radovan/Matsu_Kurisu
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 6 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Cathedral of Chaos Card 1:
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.
Cathedral of Chaos Card 2:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Cathedral of Chaos Card 3:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Cathedral of Chaos Card 4:
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.
Cathedral of Chaos Card 5:
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_
Cathedral of Chaos Card 6:
Betrayal Demon
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Cathedral of Chaos Card 7:
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.
Cathedral of Chaos Card 8:
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.
Cathedral of Chaos Card 9:
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.
Cathedral of Chaos Card 10:
Symbol of Insanity
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Cathedral of Chaos Card 11:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cathedral of Chaos Card 12:
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.
Cathedral of Chaos Card 13:
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.
Cathedral of Chaos Card 14:
Warmonger Wasp
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
Cathedral of Chaos Card 15:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.

Location #2: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, None
Occult Library Card 1 (Create Spiked Pit):
Create Spiked Pit
WotR
Spell 3
Traits:
Magic
Arcane
Trap
Elite
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded 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 10 check to recharge this card instead of discarding or burying it.
Occult Library Card 2 (Spellbottle):
Spellbottle
WotR
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Occult Library Card 3 (Betrayal Demon):
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.
Occult Library Card 4:
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.
Occult Library Card 5:
Redeemer Blacksmith
WotR
Ally 3
Traits:
Human
Hireling
To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.
Occult Library Card 6:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Occult Library Card 7:
Hellmouth Lash
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Occult Library Card 8:
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.
Occult Library Card 9:
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.
Occult Library Card 10:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 5 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Chamber Card 1 (Constrictor Snake):
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Torture Chamber Card 2:
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_
Torture Chamber Card 3:
Temptation of Sorcery
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 4:
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.
Torture Chamber Card 5:
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.
Torture Chamber 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.
Torture Chamber Card 7:
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.
Torture Chamber Card 8:
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_
Torture Chamber Card 9:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Torture Chamber Card 10:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Torture Chamber Card 11:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Torture Chamber Card 12:
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.

Location #4: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/dinketry, None
Abattoir Card 1:
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.
Abattoir Card 2:
Demon Eater
WotR
Monster 3
Traits:
Outsider
To Defeat:
Combat 21
Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
Abattoir Card 3:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abattoir 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.
Abattoir Card 5:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Abattoir Card 6:
Spite Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_
Abattoir Card 7:
Sawtooth Sabre +2
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Abattoir Card 8:
Cold Iron Mace +1
WotR
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Location #5: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Shardra/tcolmaster01, Radovan/Matsu_Kurisu, None
Sanctum Card 1:
Dominion Scientist
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
Sanctum Card 2:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Sanctum Card 3:
Will-O'-Wisp
WotR
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Sanctum Card 4:
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.


Deck Handler Desired Upgrades: Spell 1

Blessing of Torag in effect. Examine the top card of my deck Glamour. Draw it. Examine the top card of Cathedral of Chaos: Raconteur. Leave it there.

Send Bound Imp (Core) to recovery to draw 2 cards Cure and Frost Ray (Core).

Occult Library Card 1 (Create Spiked Pit): Create Spiked Pit:

WotR
Spell 3
Traits:
Magic
Arcane
Trap
Elite
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded 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 10 check to recharge this card instead of discarding or burying it.

Arcane 8 auto acquire. Discard Djinn to examine the next card Spellbottle. Encounter it.

Occult Library Card 2 (Spellbottle): Spellbottle:

WotR
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Arcane 10 auto acquire. Djinn explore.

Occult Library Card 3 (Betrayal Demon): 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.

combat 16 casting Life Drain (Core), revealing Count Jeggare: 1d12 + 2d4 + 1d6 + 9 ⇒ (7) + (2, 3) + (1) + 9 = 22

Heal for 1.

AYA wisdom 9 displaying Glamour by Shardra: 1d10 + 4 ⇒ (4) + 4 = 8

folio reroll: 1d10 + 4 ⇒ (9) + 4 = 13

Recharge Infernal Healing to examine the next card Mongrel Wizard. Recharge Fire Sneeze to explore.

Occult Library Card 4: 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.

Discard Spellbottle to the BYA dmg. Random monster #1 is Giant Fly. Combat 9. Cast Frost Ray (Core) to auto defeat. Discard Create Spiked Pit to AYA dmg.

banish Cure to heal: 1d4 + 1 ⇒ (1) + 1 = 2

Auto recover my cards.

Ezren wrote:

Hand: Sage's Journal (Core), Enhance, Count Jeggare, Force Missile, Infernal Healing, Djinn, Mist Horn (Core),

Displayed:
Deck: 10 Discard: 2 Buried: 0
"Current Location: Occult Library
Hero Points: 7"
"NOTES:
Available Support: Use whatever support you need.
Shield of Iomedae: + to Dexterity/Constitution/Intelligence Mythic Charges 3/3
Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile
Folio reroll used

Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)

Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.

Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
Movement: Move me to NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hungering Staff, Arcane Robes, Black Robe, Fire Sneeze, Ukobach, Embiggen
Recharged: Bound Imp (Core), Life Drain (Core), Frost Ray (Core), Glamour,
Discard Pile: Spellbottle, Create Spiked Pit,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

"Arcane Intelligence +2 "
"Craft Intelligence +1 "
"Knowledge Intelligence +2 "

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
[x] When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card.
Once per turn, you may ignore the Corrupted trait on a card.

Occult Library Cards 1 and 2 acquired. Cards 3 and 4 banished.

Cathedral of Chaos card 1 examined: Raconteur.


Alase Deck Handler

Off-turn updates: none.

Alase continues seeking through the death and decay of the abattoir of Undarin, hoping to find some spark of Sarkorian life to inspire her further search for the Lexicon of Paradox.

The hour is Blessing of Ascension. Banner of Valor is displayed at Sanctum. Display Tonbarse at Abattoir.

First (free) explore: Ghoul. Bury Lantern Archon to add a boost to this check. Melee (11+4) Check, Tonbarse, Lantern Archon: 1d10 + 3 + 3 + 2 + 2 + 1d4 ⇒ (10) + 3 + 3 + 2 + 2 + (1) = 21 SUCCESS! Banished. Discard Blessing of Iomedae to explore again.

Second explore: Demon Eater. I would ask for Shardra to recharge Blessing of the Spellbound and for Ezren to use Force Missile on this check, please. Melee (21+4) Check: 2d10 + 3 + 3 + 2 + 2 + 2d4 ⇒ (2, 5) + 3 + 3 + 2 + 2 + (4, 2) = 23 FAIL. Ugh. Use Paizo reroll on that lowest d10. Paizo Reroll (21+4) Check: 1d10 + 21 ⇒ (1) + 21 = 22 FAIL.

Unprintable Curses:
AHRRRRRRRRGH!
How Many Cards to Bury Let Me Guess I'm About To Roll a 4: 1d4 + 1 ⇒ (4) + 1 = 5 BIG F(*^*^$%%^*(ING SURPRISE. Bury my discard pile.

End turn. Not examining.

Recovery Lantern Archon (10) Check: 1d10 + 3 + 2 + 2 ⇒ (10) + 3 + 2 + 2 = 17 SUCCESS! Recharged.

A massively-tainted monster named the Dice Engine erupts from the mass of bodies in the abattoir and sinks its poisonous fangs into Alase before Tonbarse can get to her side. The Sarkorian falls as Tonbarse tackles the stupid, ignorant beast, but before he can get his teeth on it, it flees.

Some things happened - Abattoir Card #1 is banished. The location needs a shuffle, please.
Ezren used Force Missile.
Shardra recharges Blessing of the Spellbound.
Tonbarse is displayed and is unavailable.

Alase wrote:

Hand: Augury, Lockpick Shield, Blessing of Norgorber, Blessing of Abadar, Sacred Prism, Blessing of Maat, Phantom Steed,

Displayed: Banner of Valor, Tonbarse,
Deck: 7 Discard: 0 Buried: 6
Hero Points: 4
Mythic Charges: 3
NOTES:
Available Support: Blessing available.
Movement: Folio reroll used. Mythic Charges held.
Other: Hi I'm Alase! Add my number of mythic charges to my Strength or Charisma check. Then I may expend 1 or more charges. If I do, after I assemble my dice, for each charge expended, replace 1 of my highest non-d20 dice with a d20, and if I succeed at the check, choose another character at my location to get a charge. When a character at my location encounters a card, I may give 5 of my mythic charges to other characters at my location; I choose how to distribute them.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Captain Oparal, Detect Thoughts, Bound Imp, Blessing of Achaekek, Object Reading, Bound Lantern Archon,
Discard Pile:
Buried Pile: Blessing of Lamasthu, Blessing of the Spy, Blessing of Iomedae, Evolution Surge, Invisibility (Core), Soul Shard,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
None
Role Card: God Caller
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, (☐ then, if it is a blessing, you may encounter it), then (☐ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.
Mythic Marshal: Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Captain Oparal:

Cohort
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Turn 11:

Kasiya:

Villain
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits. Before you act, each other character summons and encounters the henchman Vescavor Swarm. While you act, before any character plays a card, that character discards a card. If undefeated, bury your discard pile.

Turn 21:
Yavalliska:

Villain
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits. Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon. If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

After building location decks, put 2 random monsters on top of each location deck.

When you create the blessings deck, split it into 3 stacks of 10 cards. Put Yavalliska on top of the first stack, then put the second stack on top of the first stack. Put Faxon Kasiya on top of this stack, then put the third stack on top of the rest.

When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.

At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

To win this scenario, close all locations.

Scenario Level (#): 3

Turn: 10, Radovan/Matsu_Kurisu

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

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

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

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

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

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

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

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

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

Spoiler:
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:
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:
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:
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.

Spells
Spoiler:
Restore Mythic Power
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

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

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

Spoiler:
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:
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:
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.

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

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

Spoiler:
Steel Shield
WotR
Armor B
Traits:
Shield
Offhand
Elite
To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.

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

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

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

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

Blessings
Spoiler:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 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 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 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 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: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 1 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 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 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 3 Alase/dinketry:
Spoiler:
Hourglass Card 3 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Radovan/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 5 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 5 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 6 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ezren/Bigguyinblack
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Alase/dinketry:
Spoiler:
Hourglass Card 7 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 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 9 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 9 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 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 11 Alase/dinketry:
Spoiler:
Hourglass Card 11 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 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 13 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 13 Shardra/tcolmaster01
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 14 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Alase/dinketry:
Spoiler:
Hourglass Card 15 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 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 17 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 17 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.
Hourglass Card 18 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 18 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 19 Alase/dinketry:
Spoiler:
Hourglass Card 19 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 20 Radovan/Matsu_Kurisu
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 6 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Cathedral of Chaos Card 1:
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.
Cathedral of Chaos Card 2:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Cathedral of Chaos Card 3:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Cathedral of Chaos Card 4:
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.
Cathedral of Chaos Card 5:
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_
Cathedral of Chaos Card 6:
Betrayal Demon
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Cathedral of Chaos Card 7:
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.
Cathedral of Chaos Card 8:
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.
Cathedral of Chaos Card 9:
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.
Cathedral of Chaos Card 10:
Symbol of Insanity
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Cathedral of Chaos Card 11:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cathedral of Chaos Card 12:
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.
Cathedral of Chaos Card 13:
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.
Cathedral of Chaos Card 14:
Warmonger Wasp
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
Cathedral of Chaos Card 15:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.

Location #2: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, None
Occult Library Card 1:
Redeemer Blacksmith
WotR
Ally 3
Traits:
Human
Hireling
To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.
Occult Library Card 2:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Occult Library Card 3:
Hellmouth Lash
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Occult Library Card 4:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Occult Library Card 5:
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.
Occult Library Card 6:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 5 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Chamber Card 1 (Constrictor Snake):
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Torture Chamber Card 2:
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_
Torture Chamber Card 3:
Temptation of Sorcery
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 4:
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.
Torture Chamber Card 5:
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.
Torture Chamber 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.
Torture Chamber Card 7:
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.
Torture Chamber Card 8:
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_
Torture Chamber Card 9:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Torture Chamber Card 10:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Torture Chamber Card 11:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Torture Chamber Card 12:
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.

Location #4: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/dinketry, None
Abattoir Card 1:
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_
Abattoir Card 2:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abattoir Card 3:
Spite Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_
Abattoir 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.
Abattoir Card 5:
Sawtooth Sabre +2
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Abattoir Card 6:
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.
Abattoir Card 7:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Location #5: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Shardra/tcolmaster01, Radovan/Matsu_Kurisu, None
Sanctum Card 1:
Dominion Scientist
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_
Sanctum Card 2:
Demonic Horde
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Sanctum Card 3:
Will-O'-Wisp
WotR
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Sanctum Card 4:
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.

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn Order Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, Radovan/Matsu_Kurisu,

Out of turn updates

Hour = 10 Radovan/Matsu_Kurisu: Blessing of Ascension

Start of Turn
At: #5: Sanctum

Give: No

Move: No

At This Location: When you move, bury a card.

Free explore = Sanctum Card 1: Dominion Scientist, Monster 3: Combat 21

Spoiler:

Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

Before you act, each character is dealt 2 Force damage;
Ah, we could do Mist Horn at Sanctum, covers Radovan and Shardra.
Alaise recharges Blessing of Maat, which would cover their damage
Ezren takes 2 force damage. +2DC
Display M1 Accursed Priest, Monster 1 on Quang(AD1)

Reveal Keen Starknife (4s=6) 1d8+2+2+1d4+1, Mythic Champion [3] +3, 1HD +1d4, Norge(Fire) +1, reveal ch Radovan Virholt +1d6, discard Incitation +1d8
Combat 23(21+2): 1d8 + 2 + 2 + 1d4 + 1 + 3 + 1d4 + 1 + 1d6 + 1d8 ⇒ (7) + 2 + 2 + (4) + 1 + 3 + (1) + 1 + (4) + (3) = 28 #4s=2, +4 = 32 Banished

Discard Sergeant-at-Arms, Explore +1d4 vs Banes and Allies =
Sanctum Card 2: Demonic Horde, Barrier B
Each character randomly chooses a character to summon and encounter this adventure's servitor demon
Shadow Demon attacks (S,E,A,R): 1d4 ⇒ 4 Radovan
Shadow Demon attacks (S,E,A,R): 1d4 ⇒ 1 Shardra
Shadow Demon attacks (S,E,A,R): 1d4 ⇒ 1 Shardra
Shadow Demon attacks (S,E,A,R): 1d4 ⇒ 4 Radovan

Shadow Demon #1: Henchman: Combat 20

Spoiler:
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

Location has Abyssal, damage reduced by Mist Horn
Cold: 1d4 - 2 ⇒ (2) - 2 = 0
Reveal Keen Starknife (4s=6) 1d8+2+2+1d4+1, Mythic Champion [3] +3, 1HD +1d4, Norge(Fire) +1, reveal ch Radovan Virholt +1d6, Banner of Valor +1d8
Combat 20: 1d8 + 2 + 2 + 1d4 + 1 + 3 + 1d4 + 1 + 1d6 + 1d8 ⇒ (4) + 2 + 2 + (1) + 1 + 3 + (3) + 1 + (3) + (3) = 23 #4s=1, +2 = 25 Banished

Shadow Demon #2: Henchman: Combat 20

Spoiler:
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

Location has Abyssal, damage reduced by Mist Horn
Cold: 1d4 - 2 ⇒ (2) - 2 = 0
Reveal Keen Starknife (4s=6) 1d8+2+2+1d4+1, Mythic Champion [3] +3, 1HD +1d4, Norge(Fire) +1, reveal ch Radovan Virholt +1d6, Banner of Valor +1d8
Combat 20: 1d8 + 2 + 2 + 1d4 + 1 + 3 + 1d4 + 1 + 1d6 + 1d8 ⇒ (4) + 2 + 2 + (4) + 1 + 3 + (3) + 1 + (1) + (7) = 28 #4s=2, +4 = 32 Banished

Shardra will determine if 2: Demonic Horde is banished

End of Turn

Recovery

Reset
Recharge
Discard
Draw The Vision, Snakebite Dagger

Summary
Location = #5: Sanctum (3-4)
Acquired =
Banished = 1: Dominion Scientist, 2: Demonic Horde
Examined =

Added =

Add to Boon Pile =

Displayed =

From Box = M1: Toad Demon,

Give =

Used = Ezren displays Mist Horn at Sanctum, Alaise recharges Blessing of Maat,
Ezren takes 2 force damage

Shardra encounters 2 * Shadow Demon

Other =

"

Radovan wrote:

Hand: Keen Starknife, The Uprising, ch Radovan Virholt, The Vision, Snakebite Dagger,

Displayed: Quang [AD3, AD1 ], Norge [ ], Mythic Champion [3],
Deck: 12 Discard: 3 Buried: 0
Hero Points: 7
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Incitation, Shock Kukri, Priest of Pharasma, Prayer, Compass, Cerulean Mastermind, Eries Yelloweyes, Red Leathers, Keen Rapier, Prayer (2), The Cyclone
Recharged: Crow,
Discard Pile: Spyglass, lt Shining Wayfinder, Sergeant-at-Arms,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable +2
- Stealth +2
- Quang (Acrobatics) +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Norge (Fortitude) +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
- Diplomacy +2
- Fell Viridio (Perception) +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (~ 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon (~ or if your check has the Finesse trait).
Reduce Fire, Poison or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1 (~ 2).
~ When a character at your location encounters a weapon or an armor (~ or an item or an ally), you may bury a card displayed next to a displayed devil form to add 1d6 to a check to acquire it.
~ When you would discard an ally for its power, you may bury a card displayed next to a displayed devil form to recharge the ally instead. (~ When you acquire an ally, display a barrier from the box next to a displayed devil form.)
Devil Forms
[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.
[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.
[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Shardra deck Handler | Divine Pack | Ultimate Magic ||| STR d6 | DEX d4 | CON d10 (Fort +2) | INT d6 | WIS d10 +3 (Divine +3 Know +2) | CHA d6

Out of Turn Updates: None
SHADOW DEMON 1
BYA Damage (Mist Horn): 1d4 - 2 ⇒ (1) - 2 = -1
Blessing of Abraxas
Combat 20 (Flame Staff): 2d10 + 10 + 1d4 + 1d8 ⇒ (2, 9) + 10 + (2) + (2) = 25
SHADOW DEMON 2
BYA Damage (Mist Horn): 1d4 - 2 ⇒ (2) - 2 = 0
The Vision (Call out 2)
Combat 20 (Flame Staff): 2d10 + 10 + 1d4 + 1d8 ⇒ (4, 3) + 10 + (2) + (4) = 23
Demonic Horde Banished.

Turn - Hour: Blessing of Ascension
Hour Rules: None
SOT: None
Move: XX -> YY
Location Powers: When you move, bury a card.
Explore: Will-O'-Wisp
BYA Wis 10: 1d10 + 7 ⇒ (8) + 7 = 15
Combat 16+2 (Flame Staff): 1d10 + 10 + 1d4 + 1d8 ⇒ (3) + 10 + (4) + (1) = 18
Defeated

Cast Locate Object:

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.

Fort 8+2: 1d10 + 2 ⇒ (9) + 2 = 11

Still Can't close....

Shardra ends their turn.

Shardra attempts to recover all cards in their Recovery pile.
Cannot fail to recover Locate Object
Shardra resets their hand.

[u]Summary[/u]
Acquired: Commander's Field Plate
Banished: Demonic Horde, Will-O'-Wisp
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Radovan - The Vision
Actions needed by other Player(s): None

"

Shardra wrote:

Hand: Kolo, Protect, Commander's Field Plate, Divine Fortune, Holy Javelin, Flame Staff (Core),

Displayed: Gray Maiden Plate,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 7
Mythic Points: 3
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acolyte (Core), Blessing of Pharasma (Core), Holy Light, Blessing of the Spellbound 3 (Core), Blessing of the Spellbound 1 (Core), Burning Snot (Core), Embiggen, Priest of Pharasma (Core)
Recharged: Cure (Core), Blessing of the Spellbound 2 (Core), Locate Object,
Discard Pile: Gem of Mental Acuity (Core), Blessing of Abraxas,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine +3
Knowledge +2
Charisma d6 ☐ +1 ☐ +2
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Righteous Medal of Spirit: Wis, Con, Cha

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | ☐ Heavy Armors | Divine
POWERS:
When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your ([x] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.

"


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Captain Oparal:

Cohort
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Turn 11:

Kasiya:

Villain
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits. Before you act, each other character summons and encounters the henchman Vescavor Swarm. While you act, before any character plays a card, that character discards a card. If undefeated, bury your discard pile.

Turn 21:
Yavalliska:

Villain
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits. Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon. If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

After building location decks, put 2 random monsters on top of each location deck.

When you create the blessings deck, split it into 3 stacks of 10 cards. Put Yavalliska on top of the first stack, then put the second stack on top of the first stack. Put Faxon Kasiya on top of this stack, then put the third stack on top of the rest.

When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.

DISPLAYED VILLAINS: 1

At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

To win this scenario, close all locations.

Scenario Level (#): 3

Turn: 12, Ezren/Bigguyinblack

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

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

Spoiler:
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:
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:
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:
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.

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

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

Spoiler:
Rod of the Viper
WotR
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

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:
Spirit Blade
WotR
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

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

Spoiler:
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:
Refuge
WotR
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane 13
OR Wisdom
Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Spoiler:
Paralyze
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

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

Spoiler:
Bejeweled Helm
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
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:
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:
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.

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

Spoiler:
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:
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:
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:
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.

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

Spoiler:
Blessing of 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.

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 Alase/dinketry:
Spoiler:
Hourglass Card 1 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Radovan/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 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 3 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 4 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 4 Ezren/Bigguyinblack
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Alase/dinketry:
Spoiler:
Hourglass Card 5 Alase/dinketry
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Hourglass Card 6 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 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 7 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 7 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 8 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 8 Ezren/Bigguyinblack
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 9 Alase/dinketry:
Spoiler:
Hourglass Card 9 Alase/dinketry
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 10 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 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 11 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 11 Shardra/tcolmaster01
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 12 Ezren/Bigguyinblack
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 13 Alase/dinketry:
Spoiler:
Hourglass Card 13 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 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 15 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 15 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.
Hourglass Card 16 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 16 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 17 Alase/dinketry:
Spoiler:
Hourglass Card 17 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 Radovan/Matsu_Kurisu
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 6 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Cathedral of Chaos Card 1:
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.
Cathedral of Chaos Card 2:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Cathedral of Chaos Card 3:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Cathedral of Chaos Card 4:
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.
Cathedral of Chaos Card 5:
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_
Cathedral of Chaos Card 6:
Betrayal Demon
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Cathedral of Chaos Card 7:
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.
Cathedral of Chaos Card 8:
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.
Cathedral of Chaos Card 9:
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.
Cathedral of Chaos Card 10:
Symbol of Insanity
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Cathedral of Chaos Card 11:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cathedral of Chaos Card 12:
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.
Cathedral of Chaos Card 13:
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.
Cathedral of Chaos Card 14:
Warmonger Wasp
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
Cathedral of Chaos Card 15:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.

Location #2: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, None
Occult Library Card 1:
Redeemer Blacksmith
WotR
Ally 3
Traits:
Human
Hireling
To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.
Occult Library Card 2:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Occult Library Card 3:
Hellmouth Lash
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Occult Library Card 4:
Spiked Pit Trap
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Occult Library Card 5:
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.
Occult Library Card 6:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 5 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Chamber Card 1 (Constrictor Snake):
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Torture Chamber Card 2:
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_
Torture Chamber Card 3:
Temptation of Sorcery
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 4:
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.
Torture Chamber Card 5:
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.
Torture Chamber 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.
Torture Chamber Card 7:
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.
Torture Chamber Card 8:
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_
Torture Chamber Card 9:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Torture Chamber Card 10:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Torture Chamber Card 11:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Torture Chamber Card 12:
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.

Location #4: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/dinketry, None
Abattoir Card 1:
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_
Abattoir Card 2:
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Abattoir Card 3:
Spite Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_
Abattoir 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.
Abattoir Card 5:
Sawtooth Sabre +2
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Abattoir Card 6:
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.
Abattoir Card 7:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Location #5: Sanctum
Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Shardra/tcolmaster01, Radovan/Matsu_Kurisu, None


Deck Handler Desired Upgrades: Spell 1

Off turn cast and recover Force Missile, display Mist Horn (Core), discard Sage's Journal (Core) and Enhance to force dmg.

Blessing of Ascension in effect. Send Mist Horn (Core) to recovery. Examine the top card of my deck Black Robe. Examine Abattoir card 1: Demon Eater. Move it to Torture Chamber.

Occult Library Card 1: Redeemer Blacksmith:

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

craft 8 +2: 1d12 + 8 ⇒ (10) + 8 = 18

Requesting Alase's Blessing of Norgorber.

charisma 9 +2 double blessed by Norgorber: 3d6 ⇒ (3, 4, 5) = 12

Recharge Infernal Healing to examine the next card Undarin Patrol. Recharge Djinn to explore.

Occult Library Card 2: Undarin Patrol:

None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Asking for Radovan's The Uprising.

knowledge 14 +2 revealing Redeemer Blacksmith, blessed by The Uprising: 2d12 + 1d6 + 8 ⇒ (2, 11) + (6) + 8 = 27

Examine Abattoir card 2. Arboreal Blight, card 3 Spite Demon, and card 4 Baleful Shadows. Location is not shuffled. Discard Redeemer Blacksmith to attempt to close. Auto close. Choose Arcane. Draw random spell #1 Good Omen. Auto recover Mist Horn (Core).

Ezren wrote:

Hand: Good Omen, Black Robe, Count Jeggare, Arcane Robes, Fire Sneeze, Hungering Staff, Ukobach,

Displayed:
Deck: 9 Discard: 5 Buried: 0
"Current Location: Occult Library
Hero Points: 7"
"NOTES:
Available Support: Use whatever support you need.
Shield of Iomedae: + to Dexterity/Constitution/Intelligence Mythic Charges 3/3
Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile
Folio reroll used

Fire Sneeze: Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.

Good Omen: 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.
Movement: Move me to NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Embiggen
Recharged: Bound Imp (Core), Life Drain (Core), Frost Ray (Core), Glamour, Force Missile, Infernal Healing, Djinn, Mist Horn (Core),
Discard Pile: Spellbottle, Create Spiked Pit, Sage's Journal (Core), Enhance, Redeemer Blacksmith,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

"Arcane Intelligence +2 "
"Craft Intelligence +1 "
"Knowledge Intelligence +2 "

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
[x] When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card.
Once per turn, you may ignore the Corrupted trait on a card.

Occult Library Card 1 acquired. Location closed.

Abattoir card 1 moved to the top of Torture Chamber. Abattoir cards 2 - 4 examined.

Random spell #1 Good Omen acquired.

Used Alase's Blessing of Norgorber and Radovan's The Uprising.


Alase Deck Handler

Off-turn update #1: recharge Blessing of Maat to Dominion Scientist damage.
Off-turn update #2: discard Blessing of Norgorber for Ezren.

Alase pulls herself to her feet, blood staining the length of her left leg. "Are you alright to continue?" Tonbarse worries. The flat stare from the god-caller is all the answer he receives as Alase continues to sort through the woeful detritus.

The hour is Blessing of Deskari. Tonbarse is displayed at Abattoir. Banner of Valor is displayed at Sanctum. SOT examine - Arboreal Blight. It stays as it is a barrier. Use Augury and choose 'barrier' - Arboreal Blight, Spite Demon, Baleful Shadows. Put the two barriers at the bottom of the deck with Arboreal Blight on the very bottom. Shuffle the remaining deck and put it on top.

First (Free) Explore (reroll '1' or '3'): 1d6 + 1 ⇒ (3) + 1 = 4 Reroll: 1d6 + 1 ⇒ (5) + 1 = 6: Cold Iron Mace +2 Strength (8+2) Check: 1d6 + 3 ⇒ (6) + 3 = 9 FAIL! Banished.

Display Phantom Steed. End turn. Skip Tonbarse explore. Leave Tonbarse displayed.

Recovery Augury (8+2) Check: 1d10 + 2 + 2 + 3 ⇒ (8) + 2 + 2 + 3 = 15 SUCCESS! Recharged.

Abattoir Card #1 (Demon Eater) is on the top of the Torture Chamber.
Abattoir Cards #2 (Arboreal Blight) and Card #4 (Baleful Shadows) are at the bottom of the location, with the Arboreal Blight as the last card.
Abattoir Card #6 (Cold Iron Mace+2) is banished.
Abattoir Cards #3, 5, 7 need a shuffle, please.
Tonbarse is displayed and is not available for use. Banner of Valor is displayed at Sanctum.

The god-caller closes her eyes, listening to the exhortations of his spiritual ancestors. Concentrating, and with her eyes firmly shut, she rummages on hands and knees through the decaying corpses of indiscernible individuals before her hands close on the hilt of a weapon. Opening her eyes in shock and joy, she pulls the buried weapon free of the body in which it was driven....

....only to be met with the broken haft of some former spear or pole arm. She throws the broken weapon aside irritably and covers her crumpled face with her gore-encrusted hands.

Alase wrote:

Hand: Detect Thoughts, Lockpick Shield, Bound Imp, Blessing of Abadar, Blessing of Achaekek, Captain Oparal, Sacred Prism,

Displayed: Banner of Valor, Tonbarse, Phantom Steed,
Deck: 5 Discard: 1 Buried: 6
Hero Points: 4
Mythic Charges: 3
NOTES:
Available Support: Blessings and Captain Oparal available.
Movement: Folio reroll used. Mythic Charges held.
Other: Hi I'm Alase! Add my number of mythic charges to my Strength or Charisma check. Then I may expend 1 or more charges. If I do, after I assemble my dice, for each charge expended, replace 1 of my highest non-d20 dice with a d20, and if I succeed at the check, choose another character at my location to get a charge. When a character at my location encounters a card, I may give 5 of my mythic charges to other characters at my location; I choose how to distribute them.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Object Reading, Bound Lantern Archon, Blessing of Maat, Augury,
Discard Pile: Blessing of Norgorber,
Buried Pile: Blessing of Lamasthu, Blessing of the Spy, Blessing of Iomedae, Evolution Surge, Invisibility (Core), Soul Shard,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
None
Role Card: God Caller
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, (☐ then, if it is a blessing, you may encounter it), then (☐ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.
Mythic Marshal: Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn Order Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, Radovan/Matsu_Kurisu,

Out of turn updates
Discard The Vision for Shardra
Discard The Uprising for Ezren

Hour = 2 Radovan/Matsu_Kurisu: Blessing of Shelyn

Start of Turn
At: #5: Sanctum

Scenario.SoT Examine = Location empty

Give: No

Move: #1: Cathedral of Chaos: When you move, bury a card. (Snakebite Dagger)

At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.

Free explore = Cathedral of Chaos Card 1: Raconteur: Ally B or Al1 Lann, Ally 1 : Special

Spoiler:

Al1 Lann, 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.

DC = Al2: Caravan Guard, Diplomacy 8
Diplomacy 1d8+1+2, Quang [AD1] +1d6+1
DISPLAYED VILLAINS: 1 +2DC
Diplomacy 10(8+2): 1d8 + 1 + 2 + 1d6 + 1 ⇒ (5) + 1 + 2 + (2) + 1 = 11 Acquired

Discard ac Lann, explore +3 on all checks = Cathedral of Chaos Card 2: Blessing of the Starsong, Blessing 3 or Bl1: Blessing of Shax, Blessing B
Cathedral of Chaos Card 2: Blessing of the Starsong, Blessing 3: Charisma 7

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

Charisma 1d8+1, Quang [AD3] +1d6+3
DISPLAYED VILLAINS: 1 +2DC
Charisma 9(7+2): 1d8 + 1 + 1d6 + 3 ⇒ (8) + 1 + (1) + 3 = 13 Acquired

Discard ac Blessing of the Starsong, explore =
Cathedral of Chaos Card 3: Peryton, Monster 1: Combat 14

Spoiler:
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Reveal Keen Starknife (4s=6) 1d8+2+2+1d4+1, Mythic Champion [3] +3, 1HD +1d4, Norge(Fire) +1, reveal ch Radovan Virholt +1d6,
Combat 14: 1d8 + 2 + 2 + 1d4 + 1 + 3 + 1d4 + 1 + 1d6 ⇒ (2) + 2 + 2 + (3) + 1 + 3 + (4) + 1 + (3) = 21 #4s=1, +2 = 23 Banished

End of Turn

Recovery

Reset
Recharge
Discard
Draw Keen Rapier, Priest of Pharasma, The Cyclone

Summary
Location = #1: Cathedral of Chaos (4-15)
Acquired = Al1 Lann, 2: Blessing of the Starsong
Banished = 1: Raconteur, Al2: Caravan Guard, 3: Peryton,
Examined =

Added =

Add to Boon Pile =

Displayed =

From Box = Al1 Lann, Al2: Caravan Guard, Bl1: Blessing of Shax

Give =

Used =

Other =

"

Radovan wrote:

Hand: Keen Starknife, ch Radovan Virholt, Keen Rapier, Priest of Pharasma, The Cyclone,

Displayed: Quang [ ], Norge [ ], Mythic Champion [3],
Deck: 10 Discard: 6 Buried: 1
Hero Points: 7
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): ac Lann, Shock Kukri, Cerulean Mastermind, Red Leathers, Eries Yelloweyes, Prayer (2), Incitation, Compass, Prayer
Recharged: Crow,
Discard Pile: Spyglass, lt Shining Wayfinder, Sergeant-at-Arms, The Vision, The Uprising, ac Blessing of the Starsong,
Buried Pile: Snakebite Dagger,

[spoiler=Skills and Powers]SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable +2
- Stealth +2
- Quang (Acrobatics) +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Norge (Fortitude) +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
- Diplomacy +2
- Fell Viridio (Perception) +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (~ 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon (~ or if your check has the Finesse trait).
Reduce Fire, Poison or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1 (~ 2).
~ When a character at your location encounters a weapon or an armor (~ or an item or an ally), you may bury a card displayed next to a displayed devil form to add 1d6 to a check to acquire it.
~ When you would discard an ally for its power, you may bury a card displayed next to a displayed devil form to recharge the ally instead. (~ When you acquire an ally, display a barrier from the box next to a displayed devil form.)
Devil Forms
[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.
[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.
[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Shardra deck Handler | Divine Pack | Ultimate Magic ||| STR d6 | DEX d4 | CON d10 (Fort +2) | INT d6 | WIS d10 +3 (Divine +3 Know +2) | CHA d6

Out of Turn Updates: None

Turn - Hour: Blessing of Ascension
Hour Rules: None
SOT: Empty Location
Move: Cathedral of Chaos
Location Powers: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
Explore: Potion of Restoration OR Silver Raven Figurine

Doesn't matter, autofail.

Shardra ends their turn.

Shardra attempts to recover all cards in their Recovery pile.

Shardra 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

"

Shardra wrote:

Hand: Kolo, Protect, Commander's Field Plate, Divine Fortune, Holy Javelin, Flame Staff (Core),

Displayed: Gray Maiden Plate,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 7
Mythic Points: 3
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acolyte (Core), Blessing of the Spellbound 3 (Core), Burning Snot (Core), Blessing of Pharasma (Core), Priest of Pharasma (Core), Embiggen, Blessing of the Spellbound 1 (Core), Holy Light
Recharged: Cure (Core), Blessing of the Spellbound 2 (Core), Locate Object,
Discard Pile: Gem of Mental Acuity (Core), Blessing of Abraxas,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine +3
Knowledge +2
Charisma d6 ☐ +1 ☐ +2
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Righteous Medal of Spirit: Wis, Con, Cha

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | ☐ Heavy Armors | Divine
POWERS:
When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your ([x] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.

"


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Captain Oparal:

Cohort
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Turn 11:

Kasiya:

Villain
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits. Before you act, each other character summons and encounters the henchman Vescavor Swarm. While you act, before any character plays a card, that character discards a card. If undefeated, bury your discard pile.

Turn 21:
Yavalliska:

Villain
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits. Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon. If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

After building location decks, put 2 random monsters on top of each location deck.

When you create the blessings deck, split it into 3 stacks of 10 cards. Put Yavalliska on top of the first stack, then put the second stack on top of the first stack. Put Faxon Kasiya on top of this stack, then put the third stack on top of the rest.

When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.

DISPLAYED VILLAINS: 1

At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

To win this scenario, close all locations.

Scenario Level (#): 3

Turn: 16, Ezren/Bigguyinblack

Random Cards:

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

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

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

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

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

Spoiler:
Rod of the Viper
WotR
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

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

Spells
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:
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:
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:
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:
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.

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

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

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

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

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

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

Allies
Spoiler:
Druid of the Leaf
WotR
Ally 3
Traits:
Human
Druid
Veteran
To Acquire:
Perception 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

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

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

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

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

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

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

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

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/dinketry:
Spoiler:
Hourglass Card 1 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 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 3 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 3 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 4 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 4 Ezren/Bigguyinblack
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 5 Alase/dinketry:
Spoiler:
Hourglass Card 5 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 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 7 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 7 Shardra/tcolmaster01
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 8 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 8 Ezren/Bigguyinblack
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Alase/dinketry:
Spoiler:
Hourglass Card 9 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 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 11 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 11 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.
Hourglass Card 12 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 12 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 13 Alase/dinketry:
Spoiler:
Hourglass Card 13 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Radovan/Matsu_Kurisu
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 5 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/tcolmaster01, Radovan/Matsu_Kurisu, None

Cathedral of Chaos Card 1:
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_
Cathedral of Chaos Card 2:
Betrayal Demon
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Cathedral of Chaos Card 3:
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.
Cathedral of Chaos Card 4:
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.
Cathedral of Chaos Card 5:
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.
Cathedral of Chaos Card 6:
Symbol of Insanity
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Cathedral of Chaos Card 7:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cathedral of Chaos Card 8:
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.
Cathedral of Chaos Card 9:
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.
Cathedral of Chaos Card 10:
Warmonger Wasp
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
Cathedral of Chaos Card 11:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.

Location #2: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, None
Occult Library Card 1:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Occult Library Card 2:
Hellmouth Lash
WotR
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Occult Library Card 3:
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.
Occult Library Card 4:
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.
Occult Library Card 5:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 6 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Chamber Card 1:
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_
Torture Chamber Card 2 (Constrictor Snake):
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Torture Chamber Card 3:
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_
Torture Chamber Card 4:
Temptation of Sorcery
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 5:
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.
Torture Chamber Card 6:
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.
Torture Chamber Card 7:
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.
Torture Chamber Card 8:
Wolverine
WotR
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
Torture Chamber Card 9:
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_
Torture Chamber Card 10:
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_
Torture Chamber Card 11:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Torture Chamber Card 12:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Torture Chamber Card 13:
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.

Location #4: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/dinketry, None
Abattoir Card 1:
Spite Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_
Abattoir Card 2:
Sawtooth Sabre +2
WotR
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Abattoir Card 3:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Abattoir Card 4 (Baleful Shadows):
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.
Abattoir Card 5 (Arboreal Blight):
Arboreal Blight
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

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


Deck Handler Desired Upgrades: Spell 1

Blessing of Abadar in effect. Examine the top card of my deck Embiggen. Draw it. Examine Abattoir card 1 Spite Demon. Move it to Cathedral of Chaos.

Move to Cathedral of Chaos.

Cathedral of Chaos Card 0: Spite Demon:

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

bya: 1d6 ⇒ 2 Even so no summon.

combat 22 +2 revealing Hungering Staff, revealing Count Jeggare, freely displaying Embiggen: 1d20 + 1d10 + 1d10 + 11 ⇒ (12) + (8) + (8) + 11 = 39

Discard Ukobach to draw a card Bound Imp (Core) and explore.

Cathedral of Chaos Card 1: 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_

sending it to other random open location after auto defeat: 1d3 ⇒ 1

Giant Fly is shuffled into Torture Chamber. Send Bound Imp (Core) to recovery to draw 2 cards Life Drain (Core) and Frost Ray (Core). Recharge Fire Sneeze to examine the next card Betrayal Demon. Recharge Good Omen to explore.

Cathedral of Chaos Card 2: Betrayal Demon:

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

combat 16 +2 revealing Hungering Staff, revealing Count Jeggare, aided by Embiggen: 1d20 + 1d10 + 1d10 + 11 ⇒ (20) + (10) + (10) + 11 = 51

AYA wisdom 9 +2 aided by Embiggen: 1d12 ⇒ 3

other random local character takes 1d6 combat dmg 1. Shardra, 2. Radovan: 1d2 ⇒ 1

Recharge Frost Ray (Core) to examine the next card Spellcaster's Shield. Recharge Arcane Robes to explore. Draw random armor #1 Gossamer Shrouds and keep Spellcaster's Shield.

Cathedral of Chaos Card 3: 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.

Arcane 8 auto acquire. Recharge Life Drain (Core) to examine the next card Good Omen. Recharge Spellcaster's Shield to explore. Draw random spell #1 Fiery Glare. Keep Fiery Glare.

Cathedral of Chaos Card 4: 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.

Arcane 10 auto acquire. Recharge Fiery Glare to examine the next card Blood of Eustoyriax. Recharge Black Robe to encounter it.

Cathedral of Chaos Card 5: 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.

Display Blood of Eustoyriax next to my deck. Auto recover my cards.

Ezren wrote:

Hand: Hungering Staff, Glamour, Force Missile, Infernal Healing, Mist Horn (Core), Djinn, Count Jeggare,

Displayed: Blood of Eustoyriax,
Deck: 10 Discard: 6 Buried: 0
"Current Location: Cathedral of Chaos
Hero Points: 7"
"NOTES:
Available Support: Use whatever support you need.
Shield of Iomedae: + to Dexterity/Constitution/Intelligence Mythic Charges 3/3
Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile
Folio reroll used

Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.

Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
Movement: Move me to NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Fire Sneeze, Good Omen, Frost Ray (Core), Arcane Robes, Life Drain (Core), Spellcaster's Shield, Fiery Glare, Black Robe, Bound Imp (Core), Embiggen,
Discard Pile: Spellbottle, Create Spiked Pit, Sage's Journal (Core), Enhance, Redeemer Blacksmith, Ukobach,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

"Arcane Intelligence +2 "
"Craft Intelligence +1 "
"Knowledge Intelligence +2 "

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
[x] When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card.
Once per turn, you may ignore the Corrupted trait on a card.

Abattoir card 1 banished.

Cathedral of Chaos card 1 shuffled into Torture Chamber. Card 3 acquired. Cards 2 and 4 banished. Card 5 displayed next to my deck.

Random armor #1 banished, Random spell #1 Fiery Glare acquired.

Shardra takes 1d6 combat damage.

Reminder that Occult Library is closed.


Alase Deck Handler

Off-turn updates: none.

Tired and near hopelessness, Alase casts her eyes at the heavy door of the monstrous furnace at the back of the abattoir. "Careful," Tonbarse warns as the Sarkorian hefts the door open.

"I would agree with that sentiment," the elven paladin agrees, stepping in to the abattoir with her blade drawn.

The hour is Blessing of Deskari. Display Bound Imp and draw two cards: Object Reading and Bound Lantern Archon. Defer the SOT examine. Use Object Reading to examine the top three cards: Spite Demon, Sawtooth Sabre +2, Undarin Patrol. Put the weapon on top followed by the henchman and the demon third.

First (free) explore: Sawtooth Sabre +2 Gonna use a Mythic Charge here. Could I ask Radovan to use The Cyclone here, please? Strength (11+2) Check: 1d20 + 1d6 + 3 ⇒ (20) + (6) + 3 = 29 SUCCESS! Acquired. Discard Blessing of Abadar to explore again.

Second explore: Undarin Patrol. Recharge Blessing of Achaekek to double bless. Perception (12+2) Check, Bless x2: 3d8 + 2 + 2 ⇒ (1, 1, 5) + 2 + 2 = 11 *&&*%&$%#&^! Burning a Hero Point. Reroll (14) Check: 3d8 + 2 + 2 ⇒ (8, 7, 7) + 2 + 2 = 26 SUCCESS! Discard Sawtooth Sabre +2 to close location and then immediately recharge it to the location's perma-closed condition. That worked out nicely. End turn and draw Tonbarse.

Examine top three cards of Cathedral of Chaos: Symbol of Insanity, Undarin Patrol, Blasphemous Priest.

Recovery Bound Imp (8+2) Check: 1d10 + 2 + 2 + 2 ⇒ (10) + 2 + 2 + 2 = 16 SUCCESS! Recharged.
Recovery Object Reading (11+2) Check: 1d10 + 2 + 2 + 2 ⇒ (7) + 2 + 2 + 2 = 13 SUCCESS! Recharged.

Radovan used The Cyclone for that sweet Weapon 3 - thanks!
I used a Mythic Charge and a Hero Point in one turn. Yikes.
Abattoir is closed.
Top 3 cards at Cathedral of Chaos are known.
Tonbarse is not displayed; he is available for others to use.
Banner of Valor is displayed at Sanctum.

Alase searches through the greasy ashes coating the inside of the giant oven. Her hands close on yet another hilt. This time however, Alase pulls a jagged-toothed blade of magical make from the depths of decay. A spiritual surge hits Alase, scouring her of her fatigue, renewing her spent spirit - yet the weapon is not of Sarkorian make - how did this get inside a cold oven in Undarin? And why was it speaking in an unknown tongue to her directly?

"Intruders!" a demonic voice spits from the entrance to the abattoir. A patrol of flying demons surges into the butchering hall, keen to freshen the floors with blood. Oparal, Tonbarse, and a rejuvenated Alase roar in response, meeting claw and tooth with blade and tooth. The abattoir sees some action.

At Radovan SOT, bury Sacred Prism to heal. Sacred Prism Heal: 1d4 ⇒ 1 Sigh.

Alase wrote:

Hand: Detect Thoughts, Lockpick Shield, Tonbarse, Bound Lantern Archon, Blessing of Maat, Captain Oparal,

Displayed: Banner of Valor, Phantom Steed,
Deck: 7 Discard: 1 Buried: 7
Hero Points: 3
Mythic Charges: 2
NOTES:
Available Support: Blessing, Tonbarse, and Captain Oparal available.
Movement: Folio reroll used. Mythic Charges held.
Other: Hi I'm Alase! Add my number of mythic charges to my Strength or Charisma check. Then I may expend 1 or more charges. If I do, after I assemble my dice, for each charge expended, replace 1 of my highest non-d20 dice with a d20, and if I succeed at the check, choose another character at my location to get a charge. When a character at my location encounters a card, I may give 5 of my mythic charges to other characters at my location; I choose how to distribute them.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Achaekek, Blessing of Norgorber, Object Reading, Augury, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2, Sawtooth Sabre +2
Recharged:
Discard Pile: Blessing of Abadar,
Buried Pile: Blessing of Lamasthu, Blessing of the Spy, Blessing of Iomedae, Evolution Surge, Invisibility (Core), Soul Shard, Sacred Prism,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
None
Role Card: God Caller
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, (☐ then, if it is a blessing, you may encounter it), then (☐ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.
Mythic Marshal: Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


Shardra deck Handler | Divine Pack | Ultimate Magic ||| STR d6 | DEX d4 | CON d10 (Fort +2) | INT d6 | WIS d10 +3 (Divine +3 Know +2) | CHA d6

Damage: 1d6 ⇒ 1

Draw Gray Maiden Plate to reduce by 1. (0 total).

Display it again at the start of Alase's turn.

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn Order Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, Radovan/Matsu_Kurisu,

Out of turn updates
Shardra/tcolmaster01 failed an acquire: Add M1: Vampire Spawn, Monster B on Quang(AD0)
Discard The Cyclone for Alase
Bury Priest of Pharasma, heal: 1d4 + 1 ⇒ (2) + 1 = 3
Heal#1: 1d7 ⇒ 4 (The Vision)
Heal#2: 1d6 ⇒ 2 (lt Shining Wayfinder)
Heal#3: 1d5 ⇒ 1 (Spyglass)

Hour = 2 Radovan/Matsu_Kurisu: Blessing of Shelyn

Start of Turn
At: #5: Sanctum

Scenario.SoT Examine = Cathedral of Chaos Card 6: Symbol of Insanity, Barrier 3 - Have to leave it
Nope, I can't handle Symbol of Insanity

Give: Keen Rapier to Shardra

Move: #3: Torture Chamber

At This Location: Combat or Fire damage dealt to you is increased by 1d4.

Free explore = Torture Chamber Card 1: Demon Eater, Monster 3: Combat 21

Spoiler:
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.

Reveal Keen Starknife (4s=6) 1d8+2+2+1d4+1, Mythic Champion [3] +3, 1HD +1d4, Norge(Fire) +1, reveal ch Radovan Virholt +1d6,
Combat 21: 1d8 + 2 + 2 + 1d4 + 1 + 3 + 1d4 + 1 + 1d6 ⇒ (4) + 2 + 2 + (4) + 1 + 3 + (3) + 1 + (2) = 22 #4s=2, +4 = 26 Banished

End of Turn

Recovery

Reset
Recharge
Discard
Draw The Vision, ac Lann, Spyglass

Summary
Location = #3: Torture Chamber (2-13)
Acquired =
Banished = 1: Demon Eater
Examined =

Added =

Add to Boon Pile =

Displayed =

From Box = M1: Vampire Spawn

Give = Keen Rapier to Shardra

Used =

Other =

"

Radovan wrote:

Hand: Keen Starknife, ch Radovan Virholt, The Vision, ac Lann, Spyglass,

Displayed: Quang [AD0 ], Norge [ ], Mythic Champion [3],
Deck: 11 Discard: 4 Buried: 2
Hero Points: 7
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Compass, Shock Kukri, Cerulean Mastermind, Keen Rapier, Incitation, Red Leathers, lt Shining Wayfinder, Crow, Eries Yelloweyes, Prayer, Prayer (2)
Recharged:
Discard Pile: Sergeant-at-Arms, The Uprising, ac Blessing of the Starsong, The Cyclone,
Buried Pile: Snakebite Dagger, Priest of Pharasma,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable +2
- Stealth +2
- Quang (Acrobatics) +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Norge (Fortitude) +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
- Diplomacy +2
- Fell Viridio (Perception) +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (~ 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon (~ or if your check has the Finesse trait).
Reduce Fire, Poison or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1 (~ 2).
~ When a character at your location encounters a weapon or an armor (~ or an item or an ally), you may bury a card displayed next to a displayed devil form to add 1d6 to a check to acquire it.
~ When you would discard an ally for its power, you may bury a card displayed next to a displayed devil form to recharge the ally instead. (~ When you acquire an ally, display a barrier from the box next to a displayed devil form.)
Devil Forms
[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.
[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.
[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Shardra deck Handler | Divine Pack | Ultimate Magic ||| STR d6 | DEX d4 | CON d10 (Fort +2) | INT d6 | WIS d10 +3 (Divine +3 Know +2) | CHA d6

Out of Turn Updates: None

Turn - Hour: Blessing of Abadar
Hour Rules: None
SOT: Examine Top Card of Torture Chamber: Spiked Plate
Leave there.
Move: XX -> YY
Location Powers: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
Explore: Symbol of Insanity
Use Knowledge in place of Wis/Divine per Power
Wis 16(14+2): 1d10 + 12 ⇒ (6) + 12 = 18
Defeated

Shardra ends their turn.

Shardra attempts to recover all cards in their Recovery pile.

Shardra resets their hand.
Discard Protect, Commander's Field Plate.
[u]Summary[/u]
Acquired: None
Banished: Symbol of Insanity
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Start of Ezren turn display Divine Fortune.

"

Shardra wrote:

Hand: Kolo, Blessing of Pharasma (Core), Holy Javelin, Flame Staff (Core), Keen Rapier,

Displayed: Gray Maiden Plate, Divine Fortune,
Deck: 10 Discard: 4 Buried: 0
Hero Points: 7
Mythic Points: 3
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Embiggen, Priest of Pharasma (Core), Blessing of the Spellbound 3 (Core), Acolyte (Core), Blessing of the Spellbound 1 (Core), Burning Snot (Core), Holy Light
Recharged: Cure (Core), Blessing of the Spellbound 2 (Core), Locate Object,
Discard Pile: Gem of Mental Acuity (Core), Blessing of Abraxas, Protect, Commander's Field Plate,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine +3
Knowledge +2
Charisma d6 ☐ +1 ☐ +2
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Righteous Medal of Spirit: Wis, Con, Cha

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | ☐ Heavy Armors | Divine
POWERS:
When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your ([x] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.

"


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Captain Oparal:

Cohort
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Turn 11:

Kasiya:

Villain
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits. Before you act, each other character summons and encounters the henchman Vescavor Swarm. While you act, before any character plays a card, that character discards a card. If undefeated, bury your discard pile.

Turn 21:
Yavalliska:

Villain
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits. Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon. If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

After building location decks, put 2 random monsters on top of each location deck.

When you create the blessings deck, split it into 3 stacks of 10 cards. Put Yavalliska on top of the first stack, then put the second stack on top of the first stack. Put Faxon Kasiya on top of this stack, then put the third stack on top of the rest.

When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.

DISPLAYED VILLAINS: 1

At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

To win this scenario, close all locations.

Scenario Level (#): 3

Turn: 17, Alase/dinketry

Random Cards:

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

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

Spoiler:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

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

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:
Shocking Lance +1
WotR
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

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

Spells
Spoiler:
Refuge
WotR
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane 13
OR Wisdom
Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

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

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

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

Armors
Spoiler:
Steel Shield
WotR
Armor B
Traits:
Shield
Offhand
Elite
To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.

Spoiler:
Bejeweled Helm
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
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.

Allies
Spoiler:
Druid of the Leaf
WotR
Ally 3
Traits:
Human
Druid
Veteran
To Acquire:
Perception 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

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

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

Spoiler:
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:
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.

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

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

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: 13

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 Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 4 Alase/dinketry:
Spoiler:
Hourglass Card 4 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 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 6 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 6 Shardra/tcolmaster01
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ezren/Bigguyinblack
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 8 Alase/dinketry:
Spoiler:
Hourglass Card 8 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 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 10 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 10 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.
Hourglass Card 11 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 11 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 12 Alase/dinketry:
Spoiler:
Hourglass Card 12 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Radovan/Matsu_Kurisu
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/tcolmaster01, Ezren/Bigguyinblack,

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.

Cathedral of Chaos Card 1 (Undarin Patrol):
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cathedral of Chaos Card 2 (Blasphemous Priest):
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.
Cathedral of Chaos 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.
Cathedral of Chaos Card 4:
Warmonger Wasp
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
Cathedral of Chaos Card 5:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.

Location #2: Occult Library
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 6 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Radovan/Matsu_Kurisu, None

Torture Chamber Card 1 (Spiked Plate):
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Torture Chamber Card 2:
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Torture Chamber Card 3:
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.
Torture Chamber Card 4:
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.
Torture Chamber Card 5:
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.
Torture Chamber Card 6:
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_
Torture Chamber Card 7:
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_
Torture Chamber Card 8:
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Torture Chamber Card 9:
Cultist Archer
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Torture Chamber Card 10:
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.
Torture Chamber Card 11:
Temptation of Sorcery
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Torture Chamber Card 12:
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_
Torture Chamber Card 13:
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.

Location #4: Abattoir
Closed
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alase/dinketry, None

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


Deck Handler Desired Upgrades: Spell 1

Blessing of Deskari in effect. Examine the top card of my deck Fire Sneeze. Draw it. Examine Torture Chamber card 1 Spiked Plate. Move it to Abattoir.

Move to Torture Chamber.

Torture Chamber Card 2: Undarin Patrol:

None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Requesting Radovan's The Vision.

knowledge 14 +2 revealing Count Jeggare, blessed by The Vision: 2d12 + 1d6 + 6 ⇒ (4, 7) + (3) + 6 = 20

On close everyone takes 1 mental damage that may not be prevented. Discard Fire Sneeze.

Ezren wrote:

Hand: Hungering Staff, Glamour, Force Missile, Infernal Healing, Mist Horn (Core), Djinn, Count Jeggare,

Displayed: Blood of Eustoyriax,
Deck: 9 Discard: 7 Buried: 0
"Current Location: Torture Chamber
Hero Points: 7"
"NOTES:
Available Support: Use whatever support you need.
Shield of Iomedae: + to Dexterity/Constitution/Intelligence Mythic Charges 3/3
Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile
Folio reroll used

Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.

Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
Movement: Move me to NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Good Omen, Frost Ray (Core), Arcane Robes, Life Drain (Core), Spellcaster's Shield, Fiery Glare, Black Robe, Bound Imp (Core), Embiggen,
Discard Pile: Spellbottle, Create Spiked Pit, Sage's Journal (Core), Enhance, Redeemer Blacksmith, Ukobach, Fire Sneeze,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

"Arcane Intelligence +2 "
"Craft Intelligence +1 "
"Knowledge Intelligence +2 "

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
[x] When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card.
Once per turn, you may ignore the Corrupted trait on a card.

Torture Chamber Card 1 moved to Abattoir. Location closed.

Radovan discards The Vision.

Everyone takes 1 unpreventable mental damage.


Alase Deck Handler

Off-turn update #1: bury Sacred Prism (as stated previously).
Off-turn update #2: discard Lockpick Shield to closure of Torture Chamber.

Alase, Tonbarse, and Oparal dispatch the roving demon patrol. As the last of the demons fall, the team notes a curious suit of spiked armour worn by the foul creature - possibly a trophy from a victim. Alase tries to procure the trophy.

I've counted the turns and this turn is Turn #21. Yavalliska is now displayed. The hour is Hourglass Card #4 - Blessing of Nethys. Display Tonbarse. Defer SOT examine (moot). Display Bound Lantern Archon and examine top 3 cards of my deck and draw Blessing of Achaekek. Stay at Abattoir and try to grab an Armor 3.

First (free) explore: Spiked Plate. May I use Shardra's Blessing of Pharasma, please? Constitution (8+4) Check, Blessed: 2d6 ⇒ (6, 6) = 12 SUCCESS!. Acquired. Recharge Spiked Plate to use Phantom Steed and move to Cathedral of Chaos. End turn. Draw Tonbarse.

Recovery Lantern Archon (10+4) Check: 1d10 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10 FAIL! Buried.

Acquired Spiked Plate from top of (closed) Abattoir.
Shardra discard Blessing of Pharasma - thanks!
Tonbarse is not displayed; he is available for others.
Alase is now at Cathedral of Chaos.

Alase reaches out to wrench the suit of mail from the fallen demon but as she touches it, a frightening vision of a massive arch-demon laughing at her flashes in her mind. She recoils from the armour as if she touched a hot iron. "What's wrong?" Oparal says, peering into the god-caller's troubled face. "Do your spirits warn you of something?"

"They know we're here," Alase intones, her high voice, clear and calm, sings out, "and there's no time." She stands and races out of the abattoir straight towards the Tower of Zura.

Alase wrote:

Hand: Detect Thoughts, Blessing of Achaekek, Object Reading, Tonbarse, Blessing of Maat, Captain Oparal, Blessing of Norgorber,

Displayed: Banner of Valor, Phantom Steed,
Deck: 5 Discard: 2 Buried: 8
Hero Points: 3
Mythic Charges: 2
NOTES:
Available Support: Blessings, Tonbarse, and Captain Oparal available.
Movement: Folio reroll used. Mythic Charges held.
Other: Hi I'm Alase! Add my number of mythic charges to my Strength or Charisma check. Then I may expend 1 or more charges. If I do, after I assemble my dice, for each charge expended, replace 1 of my highest non-d20 dice with a d20, and if I succeed at the check, choose another character at my location to get a charge. When a character at my location encounters a card, I may give 5 of my mythic charges to other characters at my location; I choose how to distribute them.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Augury, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp, Bound Imp
Recharged: Spiked Plate,
Discard Pile: Blessing of Abadar, Lockpick Shield,
Buried Pile: Blessing of Lamasthu, Blessing of the Spy, Blessing of Iomedae, Evolution Surge, Invisibility (Core), Soul Shard, Sacred Prism, Bound Lantern Archon,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
None
Role Card: God Caller
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, (☐ then, if it is a blessing, you may encounter it), then (☐ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.
Mythic Marshal: Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Captain Oparal:

Cohort
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location. Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Turn 11:

Kasiya:

Villain
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits. Before you act, each other character summons and encounters the henchman Vescavor Swarm. While you act, before any character plays a card, that character discards a card. If undefeated, bury your discard pile.

Turn 21:
Yavalliska:

Villain
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits. Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon. If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

After building location decks, put 2 random monsters on top of each location deck.

When you create the blessings deck, split it into 3 stacks of 10 cards. Put Yavalliska on top of the first stack, then put the second stack on top of the first stack. Put Faxon Kasiya on top of this stack, then put the third stack on top of the rest.

When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.

DISPLAYED VILLAINS: 1

At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

To win this scenario, close all locations.

Scenario Level (#): 3

Turn: 18, Radovan/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:
Pitborn Scoundrel
WotR
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

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

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

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

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

Spoiler:
Shocking Lance +1
WotR
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

Spoiler:
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:
Rod of the Viper
WotR
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

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

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

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

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

Spoiler:
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:
Sniper's Studded Leather
WotR
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

Spoiler:
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.

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

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

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

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

Spoiler:
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.

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 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 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.

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: 12

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 1 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 2 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 3 Alase/dinketry:
Spoiler:
Hourglass Card 3 Alase/dinketry
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 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 5 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 5 Shardra/tcolmaster01
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 6 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 6 Ezren/Bigguyinblack
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 7 Alase/dinketry:
Spoiler:
Hourglass Card 7 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 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 9 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 9 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.
Hourglass Card 10 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 10 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 11 Alase/dinketry:
Spoiler:
Hourglass Card 11 Alase/dinketry
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card 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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 Radovan/Matsu_Kurisu
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/tcolmaster01, Alase/dinketry,

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.

Cathedral of Chaos Card 1 (Undarin Patrol):
Undarin Patrol
None
Henchman 3
Type: Barrier
Traits:
Demon
Outsider
Skirmish
To Defeat:
Dexterity
Perception
Stealth 12
OR Knowledge 14
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Cathedral of Chaos Card 2 (Blasphemous Priest):
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.
Cathedral of Chaos 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.
Cathedral of Chaos Card 4:
Warmonger Wasp
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
Cathedral of Chaos Card 5:
Ranseur of the Gargoyle
WotR
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.

Location #2: Occult Library
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Torture Chamber
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: Ezren/Bigguyinblack, Radovan/Matsu_Kurisu, None

Location #4: Abattoir
Closed
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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


1 damage - Holy Javelin.

"

Shardra wrote:

Hand: Kolo, Flame Staff (Core), Keen Rapier,

Displayed: Gray Maiden Plate, Divine Fortune,
Deck: 10 Discard: 6 Buried: 0
Hero Points: 7
Mythic Points: 3
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound 1 (Core), Burning Snot (Core), Blessing of the Spellbound 3 (Core), Embiggen, Acolyte (Core), Priest of Pharasma (Core), Holy Light
Recharged: Cure (Core), Blessing of the Spellbound 2 (Core), Locate Object,
Discard Pile: Gem of Mental Acuity (Core), Blessing of Abraxas, Protect, Commander's Field Plate, Blessing of Pharasma (Core), Holy Javelin,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine +3
Knowledge +2
Charisma d6 ☐ +1 ☐ +2
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Righteous Medal of Spirit: Wis, Con, Cha

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | ☐ Heavy Armors | Divine
POWERS:
When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your ([x] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.

"

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn Order Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, Radovan/Matsu_Kurisu,

Out of turn updates
Discard The Vision for Ezren
Take 1 Mental damage from #3: Torture Chamber Close(Spyglass). Display M1: Wrecker Demon, Monster 1 on Quang(AD1)

Hour = 18 Radovan/Matsu_Kurisu: Blessing of Ascension

Start of Turn
At: #3: Torture Chamber

Scenario.SoT Examine = N/A

Give: No

Move: No

At This Location: Combat or Fire damage dealt to you is increased by 1d4.

Free explore = No

End of Turn

Recovery

Reset
Recharge
Discard
Draw Prayer, Eries Yelloweyes

Summary
Location = #3: Torture Chamber (CLOSED)
Acquired =
Banished =
Examined =

Added =

Add to Boon Pile =

Displayed =

From Box = M1: Wrecker Demon,

Give =

Used =

Other =

"

Radovan wrote:

Hand: Keen Starknife, ac Lann, ch Radovan Virholt, Prayer, Eries Yelloweyes,

Displayed: Quang [AD0 ], Norge [ ], Mythic Champion [3],
Deck: 8 Discard: 6 Buried: 2
Hero Points: 7
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cerulean Mastermind, lt Shining Wayfinder, Shock Kukri, Red Leathers, Prayer (2), Crow, Incitation, Compass
Recharged:
Discard Pile: Sergeant-at-Arms, The Uprising, ac Blessing of the Starsong, The Cyclone, The Vision, Spyglass,
Buried Pile: Snakebite Dagger, Priest of Pharasma,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable +2
- Stealth +2
- Quang (Acrobatics) +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Norge (Fortitude) +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
- Diplomacy +2
- Fell Viridio (Perception) +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (~ 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon (~ or if your check has the Finesse trait).
Reduce Fire, Poison or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1 (~ 2).
~ When a character at your location encounters a weapon or an armor (~ or an item or an ally), you may bury a card displayed next to a displayed devil form to add 1d6 to a check to acquire it.
~ When you would discard an ally for its power, you may bury a card displayed next to a displayed devil form to recharge the ally instead. (~ When you acquire an ally, display a barrier from the box next to a displayed devil form.)
Devil Forms
[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.
[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.
[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Shardra deck Handler | Divine Pack | Ultimate Magic ||| STR d6 | DEX d4 | CON d10 (Fort +2) | INT d6 | WIS d10 +3 (Divine +3 Know +2) | CHA d6

Out of Turn Updates: None

Turn - Hour: Blessing of Ascension
Hour Rules: None
SOT: None
Move: XX -> YY
Location Powers: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
Explore: Undarin Patrol
Alase - Blessing of Achaekek
Knowledge 16: 3d10 + 12 ⇒ (10, 4, 4) + 12 = 30
Banish Keen Rapier

Draw: Blessing of Deskari

Comes around to me again, move to Sanctum, banish the blessing, we win.


Development
Captain Oparal covered your retreat against a mob of demons
and cultists. After the captain defeated a fallen paladin, Prince
Kasiya captured her and f lew away. You and your companions are
now fleeing with the Lexicon of Paradox, battered, but not yet beaten.

“Boss,” says Radovan. “I overheard your vampire buddy
in the Clanhold. He’s got some crazy idea about becoming a
demon god of blood.”

Count Jeggare nods as he reads the recovered Lexicon.
“The rituals contained herein may very well allow such a
transformation. Fortunately, we have deprived Kasiya of the
means.” He frowns as he turns the last page. “No! We have only
half of the Lexicon!”

“Desna weeps,” says Radovan.

Reward
Choose one of the following loots: Spherewalker Staff, Starbow, or Swallowtail Bracers. Note this choice on your Chronicle sheet. For the rest of the Adventure Path, when setting up each scenario, you may choose a character to temporarily replace 1 card of the chosen loot’s type in her deck with the loot you chose.

Spherewalker Staff:

Loot
Type: Item
Traits: Staff Magic Desna
Owner: Owner: Arueshalae
To Acquire: 0
During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions. Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.

Starbow:

Loot
Type: Weapon
Traits: Bow Ranged Piercing 2-Handed Magic Desna
Owner: Owner: Arueshalae
To Acquire: 0
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.

Swallowtail Bracers:

Loot
Type: Item
Traits: Accessory Magic Desna
Owner: Owner: Arueshalae
To Acquire: 0
Reveal this card to add 1 to your non-combat check. When a character at your location plays a boon that has the Desna trait on a check, recharge this card to add 1 die to that check.

Redeemer Blacksmith (Ally 3)
Lann (Ally 1)
Spiked Plate (Armor 3)
Spellcaster's Shield (Armor 1)
Commander's Field Plate (Armor 2)
Blessing of the Starsong (Blessing 3)
Spellbottle (Item 3)
Create Spiked Pit (Spell 3)
Good Omen (Spell B)
Fiery Glare (Spell B)
Protect (Spell 1)
Sawtooth Sabre +2 (Weapon 3)


1-3D: GOD OF BLOOD
Oparal returns to you, but only long enough to attack Count
Jeggare and steal the Lexicon of Paradox for her new master,
Prince Kasiya, the would-be blood god.

“I don’t believe it,” says Radovan. “No way Oparal’s become one of
those fallen paladins.”

“I can scarcely credit it myself,” says the count, rubbing his
injured jaw.

You race across the chaos-tainted lands, hoping to catch Prince
Kasiya before he can locate the final missing pages of the Lexicon.

“Hurry,” Count Jeggare runs with the Shadowless Sword in one
hand and his journal in another. “If we cannot stop Kasiya from
performing the ritual, he will draw enough abyssal power into
himself to rival even the blood god Zura.”

The sky buzzes with giant, demonic wasps. Above you looms a
shamble of vandalized druid stones forming a crude fortress.

“Where the hell is this?” says Radovan, clutching the big knife.

“Greengrove Keep,” says Count Jeggare, closing his notebook and
returning it to a pocket. “Once a bastion of the Green Faith, now
corrupted by the Worldwound fiends and their cultist slaves.”

In the shadow of the keep, an army of demons crouch behind the
proud succubus Yavalliska. She smiles as prince Kasiya descends
on a chariot drawn by dozens of gibbering demons—half mouth,
half wings. Chained to his waist, the complete Lexicon of Paradox
f loats to his left. Behind him, standing as his spear-bearer, stands
the paladin Oparal.

“I can’t believe that bloodsucker could turn our gal against us,”
growls Radovan.

“Nor should you believe it now,” says Count Jeggare. “Look!”

Kasiya lands beside the summoning circle and begins to recite
the ritual. Oparal hesitates only an instant before lunging at Kasiya.
She grabs his khopesh and raises it to strike the vampire prince.

“Now!” cries Count Jeggare. “Destroy Kasiya before he can
complete the ritual.”


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

When you defeat an Ulkreth, you may immediately attempt to
close the location deck it came from.

When Kasiya would be defeated, instead banish him and do
not close this location. Draw Captain Oparal
from the box. Draw a number of random blessings that have
the Corrupted trait from the box equal to the number of open
locations; shuffle the villain Yavalliska and
these blessings together, then shuffle 2 of these cards into the
location deck Kasiya was in, and shuffle 1 of these cards into each
other open location deck.

Scenario Level (#): 3

Turn: 0, Shardra/tcolmaster01

Random Cards:

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

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

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

Spoiler:
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:
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.

Weapons
Spoiler:
Shocking Lance +1
WotR
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

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

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

Spoiler:
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:
Refuge
WotR
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane 13
OR Wisdom
Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
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:
Bejeweled Helm
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Spellbottle
WotR
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Allies
Spoiler:
Animal Tamer
WotR
Ally B
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.

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

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

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

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

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

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

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

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 1 Ezren/Bigguyinblack
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Alase/dinketry:
Spoiler:
Hourglass Card 2 Alase/dinketry
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 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 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 4 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 4 Shardra/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 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 5 Ezren/Bigguyinblack
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 Alase/dinketry:
Spoiler:
Hourglass Card 6 Alase/dinketry
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Radovan/Matsu_Kurisu
Blessing of Sarenrae
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 8 Shardra/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 9 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 9 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 10 Alase/dinketry:
Spoiler:
Hourglass Card 10 Alase/dinketry
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 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 12 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 12 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 13 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 13 Ezren/Bigguyinblack
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Alase/dinketry:
Spoiler:
Hourglass Card 14 Alase/dinketry
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 Radovan/Matsu_Kurisu
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 16 Shardra/tcolmaster01
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 17 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 18 Alase/dinketry:
Spoiler:
Hourglass Card 18 Alase/dinketry
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 19 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 Radovan/Matsu_Kurisu
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 20 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 20 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 21 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 21 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 22 Alase/dinketry:
Spoiler:
Hourglass Card 22 Alase/dinketry
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 23 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 23 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 24 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 24 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 25 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 25 Ezren/Bigguyinblack
Blessing of Shelyn
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Alase/dinketry:
Spoiler:
Hourglass Card 26 Alase/dinketry
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 27 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 27 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 28 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 28 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 29 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 29 Ezren/Bigguyinblack
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 30 Alase/dinketry:
Spoiler:
Hourglass Card 30 Alase/dinketry
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Location #2: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None

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

Location #4: Abyssal River
Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
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 ?: 0
Located/Displayed Here: None

Location #6: 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 ?: 0
Located/Displayed Here: None

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Radovan/Matsu Kurisu - 1-3D: GOD OF BLOOD

Card Upgrade
Venomous Dagger (AD3) in, Snakebite Dagger out

Loot
- n/a

Starting Location
= Starting with Shardra

Scenario effect
= n/a

Starting Hand

"

Radovan wrote:

Hand: Priest of Pharasma, lt Shining Wayfinder, Shock Kukri, Incitation, Cerulean Mastermind,

Displayed: Quang [ ], Norge [ ], Mythic Champion [3],
Deck: 14 Discard: 0 Buried: 0
Hero Points: 8
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Vision, Red Leathers, Keen Starknife, Compass, Sergeant-at-Arms, Crow, Keen Rapier, The Uprising, The Cyclone, Spyglass, Eries Yelloweyes, Venomous Dagger, Prayer (2), Prayer
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable +2
- Stealth +2
- Quang (Acrobatics) +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Norge (Fortitude) +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☐ +2
- Diplomacy +2
- Fell Viridio (Perception) +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (~ 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon (~ or if your check has the Finesse trait).
Reduce Fire, Poison or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1 (~ 2).
~ When a character at your location encounters a weapon or an armor (~ or an item or an ally), you may bury a card displayed next to a displayed devil form to add 1d6 to a check to acquire it.
~ When you would discard an ally for its power, you may bury a card displayed next to a displayed devil form to recharge the ally instead. (~ When you acquire an ally, display a barrier from the box next to a displayed devil form.)
Devil Forms
[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.
[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.
[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Alase Deck Handler

Alase will start at the Dark Forest.

Alase wrote:

Hand: Blessing of the Starsong, Sacred Prism, Blessing of Lamasthu, Bound Lantern Archon, Object Reading, Blessing of Abadar, Banner of Valor, Tonbarse,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 3
Mythic Charges: 3
NOTES:
Available Support: Blessings available. Starsong can be buried for a reroll if needed. Banner of Valor can be displayed where needed. Tonbarse is available.
Movement: Folio reroll unused. Mythic Charges held.
Other: Hi I'm Alase! Add my number of mythic charges to my Strength or Charisma check. Then I may expend 1 or more charges. If I do, after I assemble my dice, for each charge expended, replace 1 of my highest non-d20 dice with a d20, and if I succeed at the check, choose another character at my location to get a charge. When a character at my location encounters a card, I may give 5 of my mythic charges to other characters at my location; I choose how to distribute them.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bound Imp, Soul Shard, Augury, Blessing of Achaekek, Blessing of Iomedae, Invisibility (Core), Lockpick Shield, Blessing of Norgorber, Detect Thoughts, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat, Blessing of Maat
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
None
Role Card: God Caller
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, (☐ then, if it is a blessing, you may encounter it), then (☐ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
[X] When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.
Mythic Marshal: Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


Shardra deck Handler | Divine Pack | Ultimate Magic ||| STR d6 | DEX d4 | CON d10 (Fort +2) | INT d6 | WIS d10 +3 (Divine +3 Know +2) | CHA d6

Start at Abbysal Rift so at the end of Matsu's turn can get it temp closed.

Then, on my turn, then Radovan's, move to Eagle Rock.

"

Shardra wrote:

Hand: Kolo, Gem of Mental Acuity (Core), Holy Light, Blessing of Pharasma (Core), Blessing of the Spellbound 1 (Core), Divine Fortune (Core), Blessing of the Spellbound 2 (Core),

Displayed: Gray Maiden Plate,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 7
Mythic Points: 3
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure (Core), Volcanic Storm, Blessing of Abraxas, Locate Object, Holy Javelin, Burning Snot (Core), Embiggen, Flame Staff (Core), Blessing of the Spellbound 3 (Core), Priest of Pharasma (Core), Acolyte (Core)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine +3
Knowledge +2
Charisma d6 ☐ +1 ☐ +2
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Righteous Medal of Spirit: Wis, Con, Cha

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | ☐ Heavy Armors | Divine
POWERS:
When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your ([x] or any) location deck. (☐ If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier (☐ or close a location), you may use your Knowledge skill instead of the listed skill. (☐ Characters gain this power while at your location.)
☐ Characters may gain the skill Knowledge: Wisdom +2 (☐ or Fortitude: Constitution +2) (☐ or Divine: Wisdom +3) while at your location.

"


Deck Handler Desired Upgrades: Spell 1

Swapping out Codex for Black Robe. Using Count Jeggare again. Starting with Alase at Dark Forest.

Ezren wrote:

Hand: Good Omen (Core), Mist Horn (Core), Djinn, Force Missile, Fire Sneeze, Ring of Protection (Core), Black Robe, Count Jeggare,

Displayed:
Deck: 11 Discard: 0 Buried: 0
"Current Location: Dark Forest
Hero Points: 7"
"NOTES:
Available Support: Use whatever support you need.
Shield of Iomedae: + to Dexterity/Constitution/Intelligence Mythic Charges 3/3
Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile
Folio reroll unused

Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.

Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.

Good Omen (Core): On any check to acquire, to close, or to guard, banish to add 1d6+#.

Fire Sneeze: Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
Movement: Move me to NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hungering Staff, Ukobach, Cure, Frost Ray (Core), Bound Imp (Core), Sage's Journal (Core), Arcane Robes, Embiggen, Glamour, Enhance, Life Drain (Core)
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

"Arcane Intelligence +2 "
"Craft Intelligence +1 "
"Knowledge Intelligence +2 "

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
[x] When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card.
Once per turn, you may ignore the Corrupted trait on a card.


During This Adventure: The servitor demon:

Shadow Demon:

Henchman
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

During This Scenario:

Additional Rules: SCENARIO COHORT(S)

Radovan Virholt:

Cohort
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location. Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare:

Cohort
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location. Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

When you defeat an Ulkreth, you may immediately attempt to
close the location deck it came from.

When Kasiya would be defeated, instead banish him and do
not close this location. Draw Captain Oparal
from the box. Draw a number of random blessings that have
the Corrupted trait from the box equal to the number of open
locations; shuffle the villain Yavalliska and
these blessings together, then shuffle 2 of these cards into the
location deck Kasiya was in, and shuffle 1 of these cards into each
other open location deck.

Scenario Level (#): 3

Turn: 1, Ezren/Bigguyinblack

Random Cards:

Monsters
Spoiler:
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_

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

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

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

Spoiler:
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_

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

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

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

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

Spoiler:
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:
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:
Paralyze
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/dinketry:
Spoiler:
Hourglass Card 1 Alase/dinketry
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 2 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 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 3 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 3 Shardra/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 4 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 4 Ezren/Bigguyinblack
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Alase/dinketry:
Spoiler:
Hourglass Card 5 Alase/dinketry
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 6 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Radovan/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 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 7 Shardra/tcolmaster01
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Hourglass Card 8 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 8 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 9 Alase/dinketry:
Spoiler:
Hourglass Card 9 Alase/dinketry
Blessing of Iomedae
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 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 11 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 11 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 12 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 12 Ezren/Bigguyinblack
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 Alase/dinketry:
Spoiler:
Hourglass Card 13 Alase/dinketry
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 14 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Radovan/Matsu_Kurisu
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 15 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 15 Shardra/tcolmaster01
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 16 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 16 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 17 Alase/dinketry:
Spoiler:
Hourglass Card 17 Alase/dinketry
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 18 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 Radovan/Matsu_Kurisu
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 19 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 19 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 20 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 20 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 21 Alase/dinketry:
Spoiler:
Hourglass Card 21 Alase/dinketry
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 22 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 22 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 23 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 23 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 24 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 24 Ezren/Bigguyinblack
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 25 Alase/dinketry:
Spoiler:
Hourglass Card 25 Alase/dinketry
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 26 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 26 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 27 Shardra/tcolmaster01:
Spoiler:
Hourglass Card 27 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 28 Ezren/Bigguyinblack:
Spoiler:
Hourglass Card 28 Ezren/Bigguyinblack
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 29 Alase/dinketry:
Spoiler:
Hourglass Card 29 Alase/dinketry
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Abyssal Rift Card 1:
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.
Abyssal Rift 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.
Abyssal Rift Card 3:
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_
Abyssal Rift Card 4:
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_
Abyssal Rift Card 5:
Mirror Image
WotR
Spell B
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
Abyssal Rift Card 6:
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.
Abyssal Rift Card 7:
Toad Demon
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Abyssal Rift Card 8:
Kasiya
None
Villain 3
Type: Monster
Traits:
Mythic
Undead
Vampire
To Defeat:
Combat 27
OR Divine
Diplomacy
Knowledge 20
Kasiya is immune to the Mental and Poison traits.
Before you act, each other character summons and encounters the henchman Vescavor Swarm.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury your discard pile.
Abyssal Rift Card 9:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Abyssal Rift Card 10:
Ice Strike
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Location #2: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Bigguyinblack, Alase/dinketry, None
Dark Forest Card 1:
Pegasus
WotR
Ally 3
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Dark Forest Card 2:
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.
Dark Forest Card 3:
Unearthly Aim
WotR
Spell 2
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
Dark Forest 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.
Dark Forest Card 5:
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.
Dark Forest Card 6:
Tome of Mental Prowess
WotR
Item 3
Traits:
Book
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.
Dark Forest Card 7:
Constrictor Snake
WotR
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Dark Forest Card 8:
Mist Horror
WotR
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
Dark Forest Card 9:
Spiked Plate
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Dark Forest Card 10:
Ulkreth
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 16
OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Location #3: 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: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Eagle Rock Card 1:
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.
Eagle Rock Card 2:
Ulkreth
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 16
OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
Eagle Rock Card 3:
Mongrel Archer
WotR
Ally 1
Traits:
Mongrel
Elite
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Eagle Rock Card 4:
Skirmishing Spear
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
Eagle Rock Card 5:
Lost Soul
WotR
Monster 3
Traits:
Undead
To Defeat:
Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_
Eagle Rock Card 6:
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.
Eagle Rock Card 7:
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_
Eagle Rock Card 8:
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_
Eagle Rock Card 9:
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.
Eagle Rock Card 10:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 #4: Abyssal River
Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Abyssal River Card 1:
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.
Abyssal River Card 2:
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.
Abyssal River Card 3:
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Abyssal River Card 4:
Berbalang
WotR
Monster 2
Traits:
Undead
Incorporeal
To Defeat:
Combat 18
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.
Abyssal River 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.
Abyssal River Card 6:
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.
Abyssal River Card 7:
Peryton
WotR
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Abyssal River Card 8:
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.
Abyssal River Card 9:
Ulkreth
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 16
OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
Abyssal River Card 10:
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.

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:
Steel Shield
WotR
Armor B
Traits:
Shield
Offhand
Elite
To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
Wounded Lands Card 2:
Rod of the Viper
WotR
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.
Wounded Lands Card 3:
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.
Wounded Lands Card 4:
Wrecker Demon
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Wounded Lands Card 5:
Ulkreth
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 16
OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
Wounded Lands Card 6:
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_
Wounded Lands Card 7:
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.
Wounded Lands 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.
Wounded Lands Card 9:
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.
Wounded Lands Card 10:
Talisman of Good
WotR
Item 3
Traits:
Accessory
Magic
Divine
Mythic
To Acquire:
Divine 11
Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.

Location #6: 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
Canyon Card 1:
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.
Canyon Card 2:
Ulkreth
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
To Defeat:
Combat 16
OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
Canyon Card 3:
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.
Canyon Card 4:
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.
Canyon Card 5:
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.
Canyon Card 6:
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.
Canyon Card 7:
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.
Canyon Card 8:
Worm Demon
WotR
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
Canyon Card 9:
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.
Canyon Card 10:
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_

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