Radovan - Matsu Kurisu |
Turn Order Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, Radovan/Matsu_Kurisu,
Out of turn updates
Display Glamered Leather Armor
Hour = 6 Radovan/Matsu_Kurisu: Blessing of Ascensio
Start of Turn
At: #3: Locust Shrine
Give: No
Move: #4: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage. - Radovan will -1 all local fire damage
Free explore = Molten Pool Card 1: Horn of Assured Victory, Item 2
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.
Fortitude 1d8+2,
Fortitude 7: 1d8 + 2 ⇒ (1) + 2 = 3 Banished. Display M1: Betrayal Demon, Monster 2 on Quang(AD2)
Discard lt Shining Wayfinder, explore +1d6 = 2: Mandragora, Monster 1: Combat 11
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.
Reveal Venomous Dagger 1d8+2+2+1d4+2, Mythic Champion [4] +4, lt Shining Wayfinder +1d6
Combat 11: 1d8 + 2 + 2 + 1d4 + 2 + 4 + 1d6 ⇒ (7) + 2 + 2 + (1) + 2 + 4 + (2) = 20 Banished
Discard Compass, explore = 3: Scorching Ray, Spell 1: Arcane 6
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.
1d4 says Nope. Banished. Display M2: Crocodile, Monster B on Norge(AD0)
End of Turn
Recovery
Reset
Recharge
Discard
Draw Pharasma's Knowing, Shock Kukri
Summary
Location = #4: Molten Pool (2-10)
Acquired =
Banished = 1: Horn of Assured Victory
Examined =
Added =
Displayed =
From Box = M1: Betrayal Demon,
Give =
Used =
Other =
"
Hand: Venomous Dagger, Keen Starknife, Red Leathers, Priest of Pharasma, Pharasma's Knowing, Shock Kukri,
Displayed: Quang[AD2 ], Norge[AD0], Mythic Champion[4], Glamered Leather Armor,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 9
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Cerulean Mastermind, Belt of Physical Might, Crow, The Vision, Sergeant-at-Arms, lt Blessing of Nocticula(2), lt Blessing of Nocticula, Limning Starknife, The Cyclone, The Uprising
Recharged: Eries Yelloweyes,
Discard Pile:
Buried Pile:
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.
[X] 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
Radovan - Matsu Kurisu |
the following is copy paste error and should be ignored. No change to turn
Discard lt Shining Wayfinder, explore +1d6 = 2: Mandragora, Monster 1: Combat 11
Spoiler:Reveal Venomous Dagger 1d8+2+2+1d4+2, Mythic Champion [4] +4, lt Shining Wayfinder +1d6
Combat 11: 1d8 + 2 + 2 + 1d4 + 2 + 4 + 1d6 ⇒ (7) + 2 + 2 + (1) + 2 + 4 + (2) = 20 BanishedDiscard Compass, explore = 3: Scorching Ray, Spell 1: Arcane 6
Spoiler:1d4 says Nope. Banished. Display M2: Crocodile, Monster B on Norge(AD0)
Remainder of turn is still good
TColMaster Shardra |
Out of Turn Updates: None
Turn - Hour: Blessing of Ascension
Hour Rules: None
SOT: None
Move: XX -> YY
Location Powers: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
Explore: Thylacine
Sin Seeker on Ezren. Can't acquire, banish
Close Check: Dex 11.
Shardra power lets me use Knowledge (+13) makes it an auto close.
WPC No Effect.
Knowledge used: Free examine Grinder: Heart of the Fane VILLAIN!!!!
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
"
Hand: Kolo, Flame Staff (Core), Divine Blaze, Embiggen, Divine Fortune (Core), Priest of Pharasma (Core),
Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points: 8
Mythic Points: 4
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Gray Maiden Plate, Deathgrip (Core), Blessing of Nocticula, Blessing of the Spellbound 1 (Core), Blessing of Pharasma (Core), Acolyte (Core), Wand of Restorative Touch, Volcanic Storm, Blessing of the Spellbound 3 (Core)
Recharged: Holy Javelin, Locate Object, Cure (Core), Magic Padded Armor,
Discard Pile:
Buried Pile:
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. ([X] If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. (☐ 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.
"
TColMaster |
During This Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
The servitor demon:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
During This Scenario:
Additional Rules: Characters at other locations cannot play cards or use powers
on your checks.
Scenario Level (#): 4
Turn: 8, Ezren/Bigguyinblack
Monsters
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_
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_
WotR
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23
The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.
WotR
Monster 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_
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
Barriers
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
WotR
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 14
OR Disable 11
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
WotR
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
WotR
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
WotR
Barrier 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.
Weapons
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.
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.
WotR
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
WotR
Weapon 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.
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
WotR
Spell 4
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.
WotR
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
WotR
Spell 4
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
WotR
Spell 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.
Armors
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.
WotR
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude
Arcane
Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Acrobatics 9
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
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.
WotR
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic
To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
WotR
Item 2
Traits:
Wand
Attack
Divine
Magic
To Acquire:
Wisdom
Divine 10
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
WotR
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
WotR
Loot B
Type: Item
Traits:
Object
Divine
Alchemical
To Acquire:
0
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Allies
WotR
Ally 1
Traits:
Human
Fighter
To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
WotR
Ally 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.
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.
WotR
Ally 1
Traits:
Mongrel
Guard
Veteran
To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
WotR
Ally 2
Traits:
Animal
Mount
Elite
To Acquire:
Wisdom
Survival 7
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
Blessings
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
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.
Current Hour:
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Hours Remaining: 22
Hourglass
Blessing of Shax
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abadar
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Location #1: Abyssal Rift
Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
WotR
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 30
The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.
WotR
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
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.
Location #2: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
WotR
Villain 4
Type: Barrier
Traits:
Obstacle
Demon
Abyssal
To Defeat:
Arcane
Divine 20
Before you act, each character must summon and encounter this adventure's servitor demon. If all characters defeat the demon, you may defeat Heart of the Fane by choosing a character to banish a non-Basic card that has the Divine trait; that character is dealt 1d6 Electricity damage.
If undefeated, and the location Grinder is open, the villain does not escape; instead, shuffle this card into the Grinder's location deck, and all characters there are moved to a random other location.
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.
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.
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
If undefeated, banish an ally that does not have the Animal trait.
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
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.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Location #3: Locust Shrine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, None
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.
Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Radovan/Matsu_Kurisu, None
WotR
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
WotR
Barrier 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.
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_
WotR
Armor 2
Traits:
Heavy Armor
Magic
Veteran
To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_
WotR
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
WotR
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.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Location #5: Befouled Altar
Abyssal
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
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.
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_
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.
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.
WotR
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
WotR
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 #6: Rapture of Rupture
Abyssal
At This Location: At the start of your turn, succeed at a Charisma or Diplomacy 8 check or move to a random location and you may not move during your move step.
When Closing: Summon and defeat the henchman Shamira.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
If undefeated, banish an ally that does not have the Animal trait.
WotR
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
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_
WotR
Ally 3
Traits:
Outsider
Devil
Temptation
To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.
WotR
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.
Ezren the Explorer |
Auto recover Bound Imp (Core).
Blessing of Ascension in effect. Send Mist Horn (Core) to recovery. Examine the top card of my deck Glamour. Draw it.
combat 9 +8 vs Sin Seeker casting Frost Ray (Core), revealing Black Robe: 1d12 + 3d6 + 12 ⇒ (6) + (6, 4, 1) + 12 = 29
Banish Sin Seeker.
Move to Befouled Altar.
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.
divine 5 displaying Glamour by Shardra, revealing Black Robe: 1d10 + 9 ⇒ (2) + 9 = 11
Draw a card for acquiring via non combat Embiggen. Discard Djinn to examine the next card Charm Monster. Encounter it.
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.
Arcane 8 auto acquire. Draw a card Hungering Staff. Djinn explore.
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.
Divine 5 auto acquire. Draw a card Ukobach. Discard Ukobach to draw a card Arcane Robes and explore.
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.
bya combat dmg to me: 1d4 - 1 ⇒ (3) - 1 = 2
Can't reduce it so discard Ring of Protection (Core) and Charm Monster.
combat 12 revealing Hungering Staff, revealing Black Robe, Displaying Embiggen: 1d20 + 1d10 + 14 ⇒ (2) + (10) + 14 = 26
Reveal Ring of Rat Fangs to recharge a random discarded card Charm Monster. Discard Blessing of Torag to explore.
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_
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. Reveal Black Robe to prevent 2 to myself. I will assume 6 damage.
knowledge 15 +6 displaying Enhance Intelligence, aided by Embiggen, discard Blessing of Shelyn to bless: 2d20 + 11 ⇒ (6, 11) + 11 = 28
Draw a card for defeating via non combat Good Omen (Core). Recharge Good Omen (Core) to examine the next card Symbol of Insanity. Recharge Cure to explore.
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.
divine 14 using Arcane Robes, freely revealing Black Robes, aided by Embiggen, aided by Enhance: 1d20 + 17 ⇒ (6) + 17 = 23
Draw a card for defeating via non combat Fire Sneeze. Recharge Fire Sneeze to examine the next card Bat. Recharge Deathgrip (Core) to explore.
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.
wisdom 6 using Shardra's wisdom, aided by Embiggen: 1d12 + 4 ⇒ (2) + 4 = 6
Draw a card for acquiring via non combat Vampiric Touch. Discard Bat to explore.
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.
Arcane 6 auto acquire. Draw a card Enlarge. Recharge Good Omen to examine the next card Ash Giant Thug. Recharge Enlarge to explore.
WotR
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_
arcane 18 revealing Black Robe, aided by Enhance aided by Embiggen: 1d20 + 17 ⇒ (1) + 17 = 18
Draw a card for non combat Bound Imp (Core). Summon and encounter Cultist of Baphomet to close.
10 +4 casting Vampiric Touch, revealing Black Robe, aided by Enhance, aided by Embiggen: 1d20 + 2d10 + 17 ⇒ (17) + (2, 5) + 17 = 41
Heal for 1 from Vampiric Touch. Reveal Ring of Rat Fangs to recharge a random discarded card Ring of Protection (Core). On close bury a blessing from my discard pile Blessing of Torag. Auto recover my cards.
Hand: Hungering Staff, Ring of Rat Fangs, Bound Imp (Core), Black Robe, Cure, Ukobach, Deathgrip (Core),
Displayed:
Deck: 13 Discard: 3 Buried: 1
"Current Location: Befouled Altar
Hero Points: 8"
"NOTES:
Available Support: Use whatever support you need.
Shield of Iomedae: + to Dexterity/Constitution/Intelligence Mythic Charges 4/4
Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile
Folio reroll usedMist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
Sin Seeker: 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.
Movement: Move me to NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Fire Sneeze, Good Omen (Core), Good Omen, Charm Monster, Enlarge
Recharged: Ring of Protection (Core), Mist Horn (Core), Frost Ray (Core), Arcane Robes, Vampiric Touch, Glamour, Embiggen, Enhance,
Discard Pile:
Buried Pile:
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 ([x] 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.
Befouled Altar cards 1, 2, 3, 7, and 8 acquired. Location closed.
At the start of Shardra's turn send Bound Imp (Core) to recovery to draw 2 cards Good Omen and Charm Monster.
Alase - Dinketry |
Off-turn updates: forgot to attempt to recover Fire Shield.
Recovery Fire Shield (12) Check: 1d10 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13 SUCCESS! Recharged.
Alase watches as her colleagues smash the demons infesting the shrine to Deskari. She heads back to the strange warped portal with Tonbarse.
Move to Rapture of Rupture. Display Banner of Valor.
First (free) explore: Life Drain. Arcane (7) Check: 1d10 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15 Auto-SUCCESS! Acquired. Discard Wolf to explore again.
Second explore: Incubus. Ignore BYA power as there's not another character at my location. Display Tonbarse. Melee (15) Check, Banner of Valor: 1d10 + 4 + 4 + 2 + 2 + 1d8 ⇒ (3) + 4 + 4 + 2 + 2 + (2) = 17 SUCCESS! Banished. End turn. Examine top card (Ash Giant Thug), draw Tonbarse, and shuffle location.
Rapture of Rupture Card #1 acquired; Card #2 banished. Henchman found. Location needs shuffling, please.
Banner of Valor is displayed at Rapture of Rupture.
Tonbarse is not displayed.
Alase smashes through a feeble demon guardian as she attempts to force her way into the curious portal, thinking it must be the way back to Golarion.
Hand: Lockpick Shield, Tonbarse, Bound Elemental, Life Drain, Blessing of Nocticula, Black Dragonhide Breastplate, Blessing of Abadar,
Displayed: Banner of Valor,
Deck: 12 Discard: 2 Buried: 2
Hero Points: 4
Mythic Charges: 4
NOTES:
Available Support: Local 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.
Middle of Deck (Unknown Order): Bound Imp, Augury, Blessing of Iomedae, Detect Thoughts, Object Reading, Talisman of True Faith
Recharged: Fire Shield,
Discard Pile:
Buried Pile:
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.)
[X] 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.
Radovan - Matsu Kurisu |
Turn Order Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, Radovan/Matsu_Kurisu,
Out of turn updates
Hour = 2 Radovan/Matsu_Kurisu: Blessing of Deskari
Start of Turn
At: #3: Locust Shrine
Give: No
Move: #4: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage. - Radovan will -1 all local fire damage
Free explore = Molten Pool Card 1: Gift of Shamira, Barrier 4: Special
Temptation
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
Gift of Shamira displayed on Scenario
Discard Pharasma's Knowing, draw 2(Sergeant-at-Arms, The Uprising), recharge 2(Priest of Pharasma, Keen Starknife), then explore = Molten Pool Card 2: Crazed Cultists, Barrier 1: Special
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.
Each character at an open location summons and encouters the henchman Cultist of Baphomet. To defeat this barrier, all of the summoned henchman must be defeated.
Cultist of Baphomet, henchman (monster): Combat 14(10+4)
CtD: Combat 10+#
The difficulty of all checks to defeat t he Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, search the blessings deck until you find a blessing and shuffle it into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Shock Kukri 1d8+2+2+2d6, Mythic Champion[4] +4, Norge(Fire) +1
Combat 14: 1d8 + 2 + 2 + 2d6 + 4 + 1 ⇒ (4) + 2 + 2 + (5, 1) + 4 + 1 = 19 Banished
Assuming everyone else defeats their cultist
Discard Sergeant-at-Arms, explore +1d4 vs Banes and Allies = Molten Pool Card 3: Mongrel Ranger, Monster B: Special
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.
BYA Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Recharge Glamered Leather Armor -2 to 0
Difficulty = M1: Spectre, Monster 2: Combat 11
Reveal Shock Kukri 1d8+2+2+2d6, Mythic Champion[4] +4, Norge(Fire) +1, Sergeant-at-Arms +1d4
Combat 11: 1d8 + 2 + 2 + 2d6 + 4 + 1 + 1d4 ⇒ (2) + 2 + 2 + (1, 3) + 4 + 1 + (2) = 17 Banished
End of Turn
Recovery
Reset
Recharge
Discard
Draw The Vision, The Cyclone
Summary
Location = #4: Molten Pool (4-9)
Acquired =
Banished = 2: Crazed Cultists, 3: Mongrel Ranger
Examined =
Added =
Displayed = Gift of Shamira displayed on Scenario
From Box =
Give =
Used =
Other = Each character at an open location summons and encouters the henchman Cultist of Baphomet. To defeat this barrier, all of the summoned henchman must be defeated.
"
Hand: Venomous Dagger, Shock Kukri, Red Leathers, The Uprising, The Vision, The Cyclone,
Displayed: Quang[AD2 ], Norge[AD0], Mythic Champion[4],
Deck: 10 Discard: 4 Buried: 0
Hero Points: 9
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): lt Blessing of Nocticula(2), lt Blessing of Nocticula, Cerulean Mastermind, Crow, Belt of Physical Might, Limning Starknife
Recharged: Eries Yelloweyes, Priest of Pharasma, Keen Starknife, Glamered Leather Armor,
Discard Pile:
Buried Pile:
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.
[X] 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
TColMaster Shardra |
Out of Turn Updates: 2 damage - Divine Fortune and Divine Blaze
Turn - Hour: Blessing of Ascension
Hour Rules: None
SOT: None
Move: Abyssal Rift
Location Powers: None
Explore: Salamander
Combat 15: 1d10 + 1d4 + 11 ⇒ (4) + (4) + 11 = 19
Defeated
Priest of Pharasma: 1d4 + 1 ⇒ (2) + 1 = 3
RNG: 1d4 ⇒ 1
Shardra ends their turn.
Abyssal Rift = CLOSED SIDE
Shardra attempts to recover all cards in their Recovery pile.
Shardra resets their hand.
[u]Summary[/u]
Acquired: None
Banished: Salamander
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Kolo, Flame Staff (Core), Blessing of Pharasma (Core), Embiggen, Volcanic Storm, Gray Maiden Plate,
Displayed:
Deck: 13 Discard: 1 Buried: 1
Hero Points: 8
Mythic Points: 4
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Locate Object, Blessing of the Spellbound 3 (Core), Blessing of Abraxas, Blessing of the Spellbound 1 (Core), Holy Javelin, Deathgrip (Core), Magic Padded Armor, Acolyte (Core), Blessing of Nocticula, Divine Fortune (Core), Divine Blaze, Wand of Restorative Touch, Cure (Core)
Recharged:
Discard Pile:
Buried Pile:
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. ([X] If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. (☐ 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.
"
TColMaster |
During This Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
The servitor demon:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
During This Scenario:
Additional Rules: Characters at other locations cannot play cards or use powers
on your checks.
WotR Barrier 4
Traits: Temptation Demon
To Defeat: None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them. While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
Scenario Level (#): 4
Turn: 12, Ezren/Bigguyinblack
Monsters
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_
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
WotR
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
WotR
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_
Barriers
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.
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Weapons
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.
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.
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.
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.
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.
Spells
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.
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.
WotR
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.
WotR
Spell B
Traits:
Magic
Arcane
Divine
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.
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
WotR
Armor 2
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude
Arcane
Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 1
Traits:
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.
Items
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.
WotR
Loot B
Type: Item
Traits:
Object
Divine
Alchemical
To Acquire:
0
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
WotR
Item 4
Traits:
Book
Magic
Corrupted
Mythic
To Acquire:
Arcane
Craft
Divine
Knowledge 12
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.
WotR
Item 1
Traits:
Wand
Magic
Arcane
To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
WotR
Item 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
WotR
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
WotR
Ally B
Traits:
Gnome
Bard
To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
WotR
Ally B
Traits:
Human
Hireling
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
WotR
Ally 1
Traits:
Human
Fighter
To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
WotR
Ally 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.
Blessings
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Current Hour:
WotR
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 18
Hourglass
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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, Side: CLOSED
WotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 30
The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.
WotR
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
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.
Location #2: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
WotR
Villain 4
Type: Barrier
Traits:
Obstacle
Demon
Abyssal
To Defeat:
Arcane
Divine 20
Before you act, each character must summon and encounter this adventure's servitor demon. If all characters defeat the demon, you may defeat Heart of the Fane by choosing a character to banish a non-Basic card that has the Divine trait; that character is dealt 1d6 Electricity damage.
If undefeated, and the location Grinder is open, the villain does not escape; instead, shuffle this card into the Grinder's location deck, and all characters there are moved to a random other location.
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.
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.
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
If undefeated, banish an ally that does not have the Animal trait.
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
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.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Location #3: Locust Shrine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Radovan/Matsu_Kurisu, None
WotR
Armor 2
Traits:
Heavy Armor
Magic
Veteran
To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_
WotR
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
WotR
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.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Location #5: Befouled Altar
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Bigguyinblack, None
Location #6: Rapture of Rupture
Abyssal
At This Location: At the start of your turn, succeed at a Charisma or Diplomacy 8 check or move to a random location and you may not move during your move step.
When Closing: Summon and defeat the henchman Shamira.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alase/dinketry, None
WotR
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_
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_
WotR
Ally 3
Traits:
Outsider
Devil
Temptation
To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
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.
Alase - Dinketry |
Off-turn update #1: missed the Dominion Scientist damage. Discard Lockpick Shield and Black Dragonhide Breastplate to this damage. Need to retcon update my hand.
Hand: Detect Thoughts, Tonbarse, Bound Elemental, Life Drain, Blessing of Nocticula, Blazing Servant, Blessing of Abadar,
Displayed: Banner of Valor,
Deck: 11 Discard: 4 Buried: 2
Hero Points: 4
Mythic Charges: 4
NOTES:
Available Support: Local 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.
Middle of Deck (Unknown Order): Augury, Blessing of Iomedae, Blessing of Lamasthu, Talisman of True Faith, Object Reading, Bound Imp
Recharged: Fire Shield,
Discard Pile:
Buried Pile:
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.)
[X] 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.
Off-turn update #2: Crazed Cultists barrier. Display Tonbarse.
Check to Defeat: Combat 10+#
The difficulty of all checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, search the blessings deck until you find a blessing and shuffle it into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Melee (14) Check: 1d10 + 4 + 4 + 2 + 2 ⇒ (5) + 4 + 4 + 2 + 2 = 17 SUCCESS! Defeated.
Current hand:
Hand: Detect Thoughts, Bound Elemental, Life Drain, Blessing of Nocticula, Blazing Servant, Blessing of Abadar,
Displayed: Banner of Valor, Tonbarse,
Deck: 11 Discard: 4 Buried: 2
Hero Points: 4
Mythic Charges: 4
NOTES:
Available Support: Local 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.
Middle of Deck (Unknown Order): Blessing of Lamasthu, Object Reading, Bound Imp, Blessing of Iomedae, Augury, Talisman of True Faith
Recharged: Fire Shield,
Discard Pile:
Buried Pile:
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.)
[X] 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.
Radovan - Matsu Kurisu |
Edit to last turn
On Ezren's turn: 2 Force Damage: Bury Red Leathers to reduce to 0
On Radovan's turn, 3: Mongrel Ranger,
BYA Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Recharge Glamered Leather Armor -2 to 0
Correct hand: Draw Crow
"
Hand: Venomous Dagger, Shock Kukri, Crow, The Uprising, The Vision, The Cyclone,
Displayed: Quang[AD2 ], Norge[AD0], Mythic Champion[4],
Deck: 9 Discard: 4 Buried: 1
Hero Points: 9
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): lt Blessing of Nocticula(2), lt Blessing of Nocticula, Cerulean Mastermind, Belt of Physical Might, Limning Starknife
Recharged: Eries Yelloweyes, Priest of Pharasma, Keen Starknife, Glamered Leather Armor,
Discard Pile:
Buried Pile:
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.
[X] 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
Ezren the Explorer |
Auto recover Bound Imp (Core) Blessing of Abadar in effect. Examine the top card of my deck Fire Sneeze. Draw it.
Move to Abyssal Rift.
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.
Constitution 4 auto acquire. Draw a card for acquiring via non combat Enlarge. Discard Ukobach to draw a card Good Omen (Core) then explore.
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.
wisdom 4: 1d8 ⇒ 5
Draw a card Ring of Protection (Core), Recharge Good Omen to examine the next card Deacon of Death. Recharge Ring of Protection (Core) to explore.
WotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 30
The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_
combat 30 casting Deathgrip (Core), revealing Black Robe, discarding Blessing of Sarenrae to bless: 2d12 + 2d8 + 12 ⇒ (12, 6) + (6, 5) + 12 = 41
Reveal Ring of Rat Fangs to recharge a random discarded card Djinn. Recharge Enlarge to examine the next card Wrecker Demon. Recharge Charm Monster to explore.
WotR
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
combat 14 revealing Hungering Staff, revealing Black Robe: 1d12 + 1d6 + 14 ⇒ (8) + (6) + 14 = 28
Reveal Ring of Rat Fangs to recharge a andom discarded card Bat. Recharge Fire Sneeze to examine the next card Temptation of Arms. Recharge Good Omen (Core) to explore.
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.
Draw random weapons 1 - 3. All 0s anyway so banish them and banish the barrier. Discard Blessing of Shelyn to explore.
WotR
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_
Requesting Blessing of Pharasma from Shardra.
combat 27 revealing Hungering Staff, revealing Black Robe, blessed by Pharasma: 2d12 + 1d6 + 14 ⇒ (6, 12) + (2) + 14 = 34
Reveal Ring of Rat Fangs to recharge a random discarded card Ukobach. Auto recharge Deathgrip (Core).
Hand: Hungering Staff, Ring of Rat Fangs, Mist Horn (Core), Black Robe, Cure, Frost Ray (Core), Arcane Robes,
Displayed:
Deck: 15 Discard: 3 Buried: 1
"Current Location: Abyssal Rift
Hero Points: 8"
"NOTES:
Available Support: Use whatever support you need.
Shield of Iomedae: + to Dexterity/Constitution/Intelligence Mythic Charges 4/4
Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile
Folio reroll usedMist 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!"
"
Middle of Deck (Unknown Order): 0
Recharged: Vampiric Touch, Glamour, Embiggen, Enhance, Bound Imp (Core), Good Omen, Ring of Protection (Core), Djinn, Enlarge, Charm Monster, Bat, Fire Sneeze, Good Omen (Core), Ukobach, Deathgrip (Core),
Discard Pile:
Buried Pile:
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 ([x] 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.
Abyssal Rift Cards 1 and 2 acquired. 3 - 6 banished.
Shardra discards Blessing of Pharasma.
Alase - Dinketry |
Off-turn updates: Dominion Scientist damage and Crazed Cultists encounter.
Assailed by unfathomable otherworldly energies and beset by a horde of Deskari worshippers, bloodied and bruised, Alase and Tonbarse pull themselves towards the pulsing, tantalising portal, confident of its potential for egress out of this damned place.
The hour is Blessing of Ascension. SOT Charisma (8) Check: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8 SUCCESS! Tonbarse and Banner of Valor already displayed.
First (free) encounter: Ash Giant Thug Discard Blazing Servant and recharge Bound Elemental for this. Additionally bury Life Drain. Combat (27) Check, Blazing Servant, Life Drain: 1d10 + 4 + 2 + 2 + 1d8 + 3 + 2d4 ⇒ (10) + 4 + 2 + 2 + (3) + 3 + (2, 1) = 27 SUCCESS! Heal random card: Black Dragonhide Breastplate. Choose not to close location.
Use Detect Thoughts to examine top 3 cards: Cambion, Unfettered Imp, Sacred Weapon. Place ally on top of monster and shuffle the rest. Discard Blessing of Abadar to explore.
Second explore: Unfettered Imp. Arcane (7) Check: 1d10 + 4 + 2 + 2 ⇒ (4) + 4 + 2 + 2 = 12 Auto-SUCCESS! Acquired. Immediately display and discard Blessing of Nocticula (corrupted) to explore again.
Third explore: Cambion. Ignore BYA power. Melee (12) Check, Tonbarse, Banner of Valor: 1d10 + 4 + 4 + 2 + 2 + 1d8 ⇒ (2) + 4 + 4 + 2 + 2 + (7) = 21 Auto-SUCCESS! Banished. End turn. Examine random top card: 1d2 + 3 ⇒ (1) + 3 = 4 (Sacred Weapon), draw Tonbarse, and shuffle location.
Recovery Blazing Servant (14) Check: 1d10 + 4 + 2 + 2 ⇒ (10) + 4 + 2 + 2 = 18 SUCCESS! Recharged.
Recovery Detect Thoughts (10) Check: 1d10 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14 SUCCESS! Recharged.
Rapture of Rupture Cards #1 and #2 banished, including henchman. Card #3 acquired.
A massive dusty grey fist pounds down into the ground in front of the portal, blocking the summoner and her bear companion. Alase screams in frustration, calling upon her occult powers to incinerate the giant barrier into ash. Well, further ash. A lesser demon and a sly imp appear as well, and though the duplicitous winged one listens to reason and switches allegiances, the leering, red-skinned humanoid does not. He quickly meets the business end of Tonbarse's claws. The portal beckons.
Hand: Unfettered Imp, Tonbarse, Black Dragonhide Breastplate, Phantom Steed, Talisman of True Faith, Object Reading, Blessing of the Starsong,
Displayed: Banner of Valor,
Deck: 10 Discard: 5 Buried: 3
Hero Points: 4
Mythic Charges: 4
NOTES:
Available Support: Local 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.
Middle of Deck (Unknown Order): Blessing of Iomedae, Bound Elemental, Augury, Blessing of Lamasthu, Fire Shield, Bound Imp
Recharged: Blazing Servant, Detect Thoughts,
Discard Pile:
Buried Pile:
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.)
[X] 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.
Radovan - Matsu Kurisu |
Turn Order Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, Radovan/Matsu_Kurisu,
Out of turn updates
Hour = 2 Radovan/Matsu_Kurisu: Blessing of Ascension
Start of Turn
At: #3: Locust Shrine
Give: No
Move: #4: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage. - Radovan will -1 all local fire damage
Free explore = Molten Pool Card 1: Imperial Army Greathelm, Armor 2: Fortitude 8
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.
Fortitude 1d8+2, recharge Crow +1d6
Fortitude 8: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (6) = 11 Acquired. Display on Quang(AD2)
Discard The Cyclone, may evade boon, explore = Molten Pool Card 2: Ash Giant Thug, Henchman 4: Combat 27
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Shock Kukri 1d8+2+2+2d6, 1HD +1d4, Mythic Champion[4] +4, Norge(Fire) +1, Banish Norge[AD0] +1d8+0, discard The Vision(naming 1=+3) +1d8
Combat 27: 1d8 + 2 + 2 + 2d6 + 1d4 + 4 + 1 + 1d8 + 1d8 ⇒ (7) + 2 + 2 + (2, 3) + (2) + 4 + 1 + (5) + (3) = 31 #1s*3 = 0, Total = 31. Banished
Choose not to attempt to close
End of Turn
Recovery
Reset
Recharge
Discard
Draw Belt of Physical Might, Limning Starknife, lt Blessing of Nocticula(2)
Summary
Location = #4: Molten Pool (3-6)
Acquired = 1: Imperial Army Greathelm
Banished = 2: Ash Giant Thug
Examined =
Added =
Displayed =
From Box =
Give =
Used =
Other =
"
Hand: Venomous Dagger, Shock Kukri, The Cyclone, Belt of Physical Might, Limning Starknife, lt Blessing of Nocticula(2),
Displayed: Quang[AD2,AD2 ], Norge[ ], Mythic Champion[4],
Deck: 7 Discard: 6 Buried: 1
Hero Points: 9
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): lt Blessing of Nocticula, Cerulean Mastermind
Recharged: Eries Yelloweyes, Priest of Pharasma, Keen Starknife, Glamered Leather Armor, Crow,
Discard Pile:
Buried Pile:
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.
[X] 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
TColMaster Shardra |
Out of Turn Updates: Discard Blessing of Pharasma
Display Gray Maiden Plate
Turn - Hour: Blessing of Ascension
Hour Rules: None
SOT: None
Move: XX -> YY
Location Powers: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
Explore: Divine Blaze
Divine 12 (d10+11) is an auto acquire
Shardra ends their turn.
Rift flipped to CLOSED side
Shardra attempts to recover all cards in their Recovery pile.
Shardra resets their hand.
[u]Summary[/u]
Acquired: Divine Blaze
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"
Hand: Kolo, Flame Staff (Core), Divine Blaze, Embiggen, Volcanic Storm, Locate Object,
Displayed: Gray Maiden Plate,
Deck: 11 Discard: 2 Buried: 1
Hero Points: 8
Mythic Points: 4
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Divine Fortune (Core), Acolyte (Core), Holy Javelin, Blessing of the Spellbound 1 (Core), Wand of Restorative Touch, Deathgrip (Core), Blessing of Nocticula, Cure (Core), Magic Padded Armor, Blessing of the Spellbound 3 (Core), Blessing of Abraxas
Recharged:
Discard Pile:
Buried Pile:
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. ([X] If an examined card is a boon, you may exchange it for a random card of that type from the box without looking at it and put it on top of the location deck.)
[X] When you attempt to defeat a barrier ([X] or close a location), you may use your Knowledge skill instead of the listed skill. (☐ 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.
"
TColMaster |
During This Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
The servitor demon:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
During This Scenario:
Additional Rules: Characters at other locations cannot play cards or use powers
on your checks.
WotR Barrier 4
Traits: Temptation Demon
To Defeat: None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them. While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
Scenario Level (#): 4
Turn: 16, Ezren/Bigguyinblack
Monsters
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.
WotR
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_
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_
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_
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.
Barriers
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.
WotR
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
WotR
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
WotR
Barrier 2
Traits:
Trap
Mental
Magic
To Defeat:
Wisdom 12
OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.
Weapons
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.
WotR
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
WotR
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
WotR
Weapon 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.
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
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.
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.
WotR
Spell 2
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
WotR
Spell 3
Traits:
Magic
Arcane
Divine
Mythic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
WotR
Spell 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.
Armors
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 2
Traits:
Heavy Armor
Magic
Veteran
To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
WotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Armor 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
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.
WotR
Item 1
Traits:
Book
To Acquire:
Melee
Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
WotR
Item 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.
WotR
Loot B
Type: Item
Traits:
Object
Divine
Alchemical
To Acquire:
0
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
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
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.
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
WotR
Ally B
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
WotR
Ally 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.
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
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
WotR
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
WotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Current Hour:
WotR
Blessing 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.
Hours Remaining: 14
Hourglass
Blessing of Pulura
WotR
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
WotR
Blessing 2
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Deskari
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Abraxas
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Ascension
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Shardra/tcolmaster01, Ezren/Bigguyinblack, Side: OPEN
WotR
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
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.
Location #2: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
WotR
Villain 4
Type: Barrier
Traits:
Obstacle
Demon
Abyssal
To Defeat:
Arcane
Divine 20
Before you act, each character must summon and encounter this adventure's servitor demon. If all characters defeat the demon, you may defeat Heart of the Fane by choosing a character to banish a non-Basic card that has the Divine trait; that character is dealt 1d6 Electricity damage.
If undefeated, and the location Grinder is open, the villain does not escape; instead, shuffle this card into the Grinder's location deck, and all characters there are moved to a random other location.
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.
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.
WotR
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
If undefeated, banish an ally that does not have the Animal trait.
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
WotR
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
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.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_
WotR
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Location #3: Locust Shrine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Location #4: Molten Pool
Abyssal
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Radovan/Matsu_Kurisu, None
WotR
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
WotR
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.
WotR
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Location #5: Befouled Altar
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: Rapture of Rupture
Abyssal
At This Location: At the start of your turn, succeed at a Charisma or Diplomacy 8 check or move to a random location and you may not move during your move step.
When Closing: Summon and defeat the henchman Shamira.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alase/dinketry, None
WotR
Spell B
Traits:
Magic
Divine
Attack
Veteran
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
WotR
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_
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.
Ezren the Explorer |
Blessing of the Starsong in effect. Examine the top card of my deck Vampiric Touch. Draw it.
Pass Cure to Shardra.
Shardra casts Cure on me: 1d4 + 1 ⇒ (3) + 1 = 4
Move to Rapture of Rupture.
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.
wisdom 6: 1d8 ⇒ 5
Recharge Frost Ray (Core) to examine the next card Cambion. Recharge Ring of Rat Fangs to explore.
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_
Auto defeat with Hungering Staff. Recharge Vampiric Touch to examine the next card Temptation of Lucre. Recharge Mist Horn (Core) to explore.
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.
Draw random items 1 - 3. Nothing higher than 2 so banish barrier. Summon and encounter Shamira
diplomacy 16 using Arcane Robes, reveal Black Robe, spend a mythic charge: 1d20 + 11 ⇒ (4) + 11 = 15
Asking Alase to bury Blessing of the Starsong.
Blessing of the Starsong reroll: 1d20 + 11 ⇒ (7) + 11 = 18
Location closes. Auto recover my item.
Hand: Hungering Staff, Good Omen, Blessing of Sarenrae, Black Robe, Ukobach, Bat, Glamour,
Displayed:
Deck: 17 Discard: 0 Buried: 1
"Current Location: Rapture of Rupture
Hero Points: 8"
"NOTES:
Available Support: Use whatever support you need.
Shield of Iomedae: + to Dexterity/Constitution/Intelligence Mythic Charges 4/4
Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile
Folio reroll used
Movement: Move me to NA if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Embiggen, Charm Monster, Ring of Protection (Core), Enhance, Fire Sneeze, Deathgrip (Core), Blessing of Shelyn, Enlarge, Blessing of Shelyn 2, Bound Imp (Core), Good Omen (Core), Djinn
Recharged: Frost Ray (Core), Ring of Rat Fangs, Vampiric Touch, Mist Horn (Core), Arcane Robes,
Discard Pile:
Buried Pile:
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 ([x] 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.
Rapture of Rupture is closed.
Shardra receives and casts Cure.
Alase buries Blessing of the Starsong.
Alase - Dinketry |
Off-turn update #1: bury Talisman of True Faith to reflect Blessing of the Starsong for Ezren.
Off-turn update #2: upon closure of Rapture of Rupture, draw Banner of Valor.
Alase acknowledges the appearance of the wizard as she labours to pull the seal of the exit portal open. Suddenly, a rift in the earth pops open, revealing Radovan and a bubbling lake of lava deep below. Tonbarse cheerily hails the tiefling, raising a flat judgmental stare from the Sarkorian as she moves to assist.
The hour is Blessing of Pulura. Move to Molten Pool. Display Tonbarse and Banner of Valor.
First (free) explore: Abyssal Shortcut Display it. Cast Bury Object Reading to examine the top three remaining cards - Blasphemy Demon, Shocking Lance +1, Blessing of Deskari. Place blessing on top, followed by monster, and weapon last. Discard Blessing of the Starsong to explore again.
Second explore: Blessing of Deskari. Survival (7) Check: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7 SUCCESS! Acquired. Reveal Unfettered Imp and discard Blessing of Deskari to explore again.
Third explore: Blasphemy Demon. Use Tonbarse and a mythic charge here. Melee (21) Check: 1d20 + 4 + 4 + 2 + 2 + 1d8 ⇒ (19) + 4 + 4 + 2 + 2 + (8) = 39 SUCCESS! Banished and Radovan gets a mythic charge! Display Phantom Steed and move to Abyssal Rift. End turn. Draw Tonbarse.
Object Reading is buried because it was used to examine Blasphemy Demon.
Molten Pool Card #1 is displayed at its location (Abyssal Shortcut).
Molten Pool Card #2 banished. Card #4 acquired. Card #3 known.
Banner of Valor is displayed at Molten Pool.
Tonbarse is not displayed.
Radovan gets a bonus mythic charge.
Alase descends into the rift, intent on pulling Radovan to safety. Suddenly, she spies a side tunnel marked with the fell sigils of Deskari heading towards the surface at an acute angle, out of the tiefling's line of sight. She nods at Tonbarse as she diverts her path.
"Radovan!" the bear calls out. "You can get out that way!" He points at the tunnel, Alase's silhouette rapidly disappearing down its length.
Hand: Unfettered Imp, Blessing of Maat, Black Dragonhide Breastplate, Tonbarse, Bound Imp, Fire Shield, Blessing of Lamasthu,
Displayed: Banner of Valor, Phantom Steed,
Deck: 7 Discard: 7 Buried: 5
Hero Points: 4
Mythic Charges: 3
NOTES:
Available Support: Local blessings 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.
Middle of Deck (Unknown Order): Blessing of Iomedae, Bound Elemental, Augury
Recharged: Blazing Servant, Detect Thoughts,
Discard Pile:
Buried Pile:
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.)
[X] 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.
Radovan - Matsu Kurisu |
Turn Order Shardra/tcolmaster01, Ezren/Bigguyinblack, Alase/dinketry, Radovan/Matsu_Kurisu,
Out of turn updates
Gain Mythic charge from Alaise. Total = 5
Hour = 2 Radovan/Matsu_Kurisu: Blessing of Ascension
Start of Turn
At: #4: Molten Pool
Give: No
Move: No
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage. - Radovan will -1 all local fire damage
Free explore = Molten Pool Card 3: Shocking Lance +1, Weapon 3: Strength 13
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
Strength 1d8, Mythic Champion[5] +5, reveal Belt of Physical Might +1d4, banish lt Blessing of Nocticula(2) +2d8+4
Burn 1 Mythic Charge, remaining[4] 1d8=>1d20
Strength 13: 1d20 + 5 + 1d4 + 2d8 + 4 ⇒ (12) + 5 + (2) + (4, 3) + 4 = 30 Acquired. Display on Quang(AD3)
Location #4: Molten Pool - CLOSED
Location empty
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number. = 5. Reduced to 0 by Norge
End of Turn
Recovery
Reset
Recharge
Discard
Draw lt Blessing of Nocticula
Summary
Location = #4: Molten Pool CLOSED
Acquired = 3: Shocking Lance +1,
Banished =
Examined =
Added =
Displayed =
From Box =
Give =
Used =
Other =
"
Hand: Venomous Dagger, Shock Kukri, Limning Starknife, Belt of Physical Might, The Cyclone, lt Blessing of Nocticula,
Displayed: Quang[AD2, AD3], Norge[ ], Mythic Champion[4],
Deck: 6 Discard: 6 Buried: 1
Hero Points: 9
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Radovan! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Cerulean Mastermind
Recharged: Eries Yelloweyes, Priest of Pharasma, Keen Starknife, Glamered Leather Armor, Crow,
Discard Pile:
Buried Pile:
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.
[X] 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
TColMaster Shardra |
Out of Turn Updates: Use Cure on Ezren, auto recharge.
Turn - Hour: Blessing of Nethys
Hour Rules: None
SOT: None
Move: Grinder
Location Powers: Begin the scenario with this side up. If you acquire a boon, flip this card.
Explore: Heart of the Fane
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
Use Embiggen on Shardra.
Fort 9: 1d12 + 3 ⇒ (12) + 3 = 15
Flame Staff
Combat 19: 1d12 + 11 + 18 ⇒ (11) + 11 + 18 = 40
---Burn a Hero point to make d20
Divine 20: 1d20 + 11 ⇒ (12) + 11 = 23
WE WIN
TColMaster |
Development:
As you pass into the rift, the source of the powerful good aura
becomes apparent. A band of heroes f lying the banner of
Queen Galfrey is righteously battling its way through demonic
hordes to get into the Abyss. These worthies have different faces
and clothing than your stalwart band, but they share your goals:
they’re fighting to shutter the Worldwound in the queen’s name.
Your companions call to them, but the chaotic battlefield
complicates communication. You get through just in time as
the rift collapses, transforming into a stone wall behind you.
Waiting for you beyond the sealed rift is Queen Galfrey,
holding the Lexicon of Paradox that you helped secure. She is
finishing a ritual to dispel evil and close the rift permanently.
“Praise be to the Inheritor!” she shouts, and there is a great cheer
from the assemblage of warriors behind her. “We assumed you
were lost forever!” You assure her that reports of your demise
were greatly exaggerated, but there’s no heart in your jest. You
are banged up and drained from your time in the Abyss.
“Come, gather close,” she says. “We sent another cadre of
heroes into the Abyss to seal the Worldwound from the inside.
We’ll use the Lexicon to close it from here. Our victory is in
sight, thanks to you. We can only hope that they will fare as
well as you have.” Fare as well as you have? You would not wish
that fate on your fiercest enemy.
Despite the weariness that plagues you, you take heart in the
queen’s spirit. Renewed in your resolve, you prepare for your
final push against the demons of the Abyss.
REWARD
Each character chooses item or ally and draws a card of that type from the box.
Each player chooses one of her Pathfinder Society RPG characters. That character may treat her Fame score as 5 higher when purchasing weapons that have the negating property.
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace 1 item in her deck with the loot Scale of Cloudwalking. At the end of each scenario, return the loot to the game box.
Loot
Type: Item
Traits: Object Magic Terendelev
To Acquire: 0
At the end of your turn, recharge this card to move.
You may redeem 1 loot card listed on the Redemption card that a reward allows you to temporarily add to your deck. (Note the redeemed card on your Chronicle sheet instead of checking it off on the Redemption card.)
Wolf (Ally 2)
Chief Sull (Ally 1)
Bat (Ally B)
Imperial Army Greathelm (Armor 2)
Magic Padded Armor (Armor B)
Black Dragonhide Breastplate (Armor 4)
Blessing of Sarenrae (Blessing B)
Blessing of Torag (Blessing B)
Blessing of Deskari (Blessing 1)
Blessing of Shelyn (Blessing B)
Blessing of Shelyn (Blessing B)
Good Omen (Spell B)
Charm Monster (Spell 2)
Life Drain (Spell 1)
Divine Blaze (Spell 4)
Shocking Lance +1 (Weapon 3)