Alahazra

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66 posts. Alias of BRYAN LEE 109.


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Continuing Turn:
Attempt to close location.

Blessing of Abraxas:

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

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

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

End of Turn:
No further actions

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

Alahazra wrote:

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

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

Deck, Discard, Buried:

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

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

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


Start of Turn:
Explore location.

Canyon Card 1:
Telekinesis Trap:

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

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

Discard Druid of the Flame to Explore again.

Canyon Card 2: Undead Company:

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

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

Pause Turn


Start of turn:
Explore location.

Canyon Card 1: Force Shortbow +1:

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

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

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

Summary
Acquired: Force Shortbow +1
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Cure 2, Amulet of Life 2, Druid of the Flame, Flame Staff, Helm of the Valkyrie, Fireblade,

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

Deck, Discard, Buried:

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

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

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


Start of Turn:
Move to Canyon
Explore location

Canyon Card 1: Vampire Spawn:

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

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

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

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

Alahazra wrote:

Hand: Cure 2, Amulet of Life 2, Druid of the Flame, Flame Staff, Good Omen, Fireblade,

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

Deck, Discard, Buried:

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

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

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


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


[bFrom Arushaleaes turn:[/b]

Death of Righteousness:

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

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

Start of Turn:
Explore Location.

Family Tomb Card 1: Skeleton:

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

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

Discard Druid of the Flame to explore again.

Family Tomb Card 2: Helm of the Valkyrie:

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

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

End of Turn:
Reset hand

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

Alahazra wrote:

Hand: Blessing of the Spellbound, Amulet of Life 2, Druid of the Flame, Flame Staff, Good Omen, Holy Light,

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

Deck, Discard, Buried:

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

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

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


Start of Turn:
Move to Family Tomb.
Discard Cure to heal Arushaelae
Cure on Arushaelae: 1d4 + 1 ⇒ (3) + 1 = 4

Explore location.

Family Tomb Card 1: Good Omen:

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

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

Discard Vulture to explore again.

Family Tomb Card 2: Blessing of Ascension:

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

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

Give Blessing of Ascension to Arushaelae

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

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

Alahazra wrote:

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

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

Deck, Discard, Buried:

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

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

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


Start of Turn:
Explore location

Canyon Card 1: Incubus:

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

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

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

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

Alahazra wrote:

Hand: Scale of Disguise, Amulet of Life 2, Vulture, Flame Staff, Cure, Holy Light,

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound 2, Blessing of Pharasma, Fire Snake, Blessing of Abadar, Cure 2, Chronicler, Blessing of the Spellbound, Frigid Blast, Apprentice, Arueshalae's Gift, Druid of the Flame
Recharged: Fireblade,
Discard Pile: Blessing of Pharasma 2,
Buried Pile:

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

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


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

Canyon Card 2: Vulture:

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

Attempt to acquire Wisdom 5: 1d6 ⇒ 6 Acquired

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

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

Alahazra wrote:

Hand: Blessing of Pharasma 2, Fireblade, Vulture, Flame Staff, Cure, Holy Light,

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Chronicler, Amulet of Life 2, Druid of the Flame, Arueshalae's Gift, Blessing of Pharasma, Blessing of Abadar, Fire Snake, Scale of Disguise
Recharged: Apprentice, Frigid Blast, Blessing of the Spellbound 2, Cure 2,
Discard Pile:
Buried Pile:

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

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


Start of turn:
Explore location.

Canyon Card 1: Crazed Cultists:

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

Cultist of Baphomet:

Cultist of Baphomet
WOTR-B, WOTR-C henchman (monster)
HumanClericCultistVeteran
Check to defeat
Combat
10
Powers
The difficulty of all checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.

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

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

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

BYA - Take 1 combat damage
Discard Apprentice

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

Pausing turn


Starting Location:
Canyon

Alahazra wrote:

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

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

Deck, Discard, Buried:

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

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

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


Scenario Reward:
None

Hero Point:
Card Power (Item +1)

Deck Upgrade:
Add Amulet of Life as Item


Start of Turn:
Explore location.

Cell Card 1: Gossamer Shrouds:

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

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

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

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

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

Alahazra wrote:

Hand: Cure 2, Fireblade, Frigid Blast, Apprentice 2, Scale of Disguise, Gossamer Shrouds,

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Teamster, Druid of the Flame, Fire Snake, Apprentice, Blessing of Pharasma 2, Blessing of the Spellbound, Holy Light, Chronicler
Recharged: Flame Staff, Blessing of the Spellbound 2, Cure,
Discard Pile: Blessing of Pharasma, Sage's Journal, Riding Horse, Blessing of Abadar,
Buried Pile:

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

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


Before Turn:
Encounter

Death of Righteousness:

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

Banish Firesnake to use Divine instead of knowledge
Attempt to defeat Divine 10: 1d12 + 4 + 1d4 ⇒ (3) + 4 + (3) = 10 Success!
Attempt to Recharge Firesnake 8: 1d12 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8 Success!

Start of Turn:[/dice]
explore location

Cell Card 1: Cultist Archer:

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

Discard Blessing of Pharasma
BYA Wisdom 9 check: 2d6 ⇒ (2, 5) = 7 Failed!
Ranged damage: 1d4 - 1 ⇒ (4) - 1 = 3
Discard Sage's Journal, Riding Horse, and Flaming Staff

Discard Holy Light
Attempt to defeat Combat 14: 1d12 + 4 + 1d4 + 2d6 ⇒ (7) + 4 + (3) + (6, 4) = 24 Success!
Attempt to recharge Holy Light 10: 1d12 + 4 + 1d4 ⇒ (12) + 4 + (3) = 19
Holy Light Recharged

[b]End of turn:
Reset hand

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

Alahazra wrote:

Hand: Cure, Fireblade, Frigid Blast, Apprentice 2, Scale of Disguise, Blessing of Abadar,

Displayed: Arueshalae's Gift,
Deck: 9 Discard: 5 Buried: 0
Current Location: Cell
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Teamster, Blessing of the Spellbound, Cure 2, Chronicler, Apprentice, Blessing of Pharasma 2, Druid of the Flame
Recharged: Fire Snake, Holy Light,
Discard Pile: Blessing of the Spellbound 2, Blessing of Pharasma, Sage's Journal, Riding Horse, Flame Staff,
Buried Pile:

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

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


Start of Turn:
Move to Cell
Explore location

Cell Card 1: Sage's Journal:

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

Attempt to acquire Knowledge 8: 1d8 + 2 ⇒ (8) + 2 = 10 Acquired!

Discard Apprentice to Explore again.

Cell Card 2: Apprentice:

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

Attempt to acquire Charisma 8: 1d12 + 2 + 1d4 ⇒ (3) + 2 + (4) = 9 Success!

Discard Apprentice 2 to Explore again

Cell Card 3: Riding Horse:

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

Discard Blessing of the Spellbound
Attempt to acquire Wisdom 7: 2d6 ⇒ (4, 3) = 7 Success!

End of Turn:
Discard Cure: 1d4 + 1 ⇒ (4) + 1 = 5
Attempt to recharge Cure 8: 1d12 + 4 + 1d4 ⇒ (4) + 4 + (3) = 11
Reset hand

Summary
Acquired: Sage's Journal, Apprentice, Riding Horse
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Fire Snake, Sage's Journal, Holy Light, Riding Horse, Flame Staff, Blessing of Pharasma,

Displayed: Arueshalae's Gift,
Deck: 13 Discard: 1 Buried: 0
Current Location: Cell
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Druid of the Flame, Blessing of Pharasma 2, Chronicler, Blessing of Abadar, Frigid Blast, Fireblade, Blessing of the Spellbound
Recharged: Cure, Teamster, Apprentice, Scale of Disguise, Apprentice 2, Cure 2,
Discard Pile: Blessing of the Spellbound 2,
Buried Pile:

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

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


Start of Turn:
Move to Citadel
Explore Location

Citadel Card 1: Magic Shield:

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

Attempt to Acquire Fortitude 6: 1d8 + 2 ⇒ (3) + 2 = 5 Failed

Discard Blessing of Pharasma to explore again

Citadel Card 2: Teamster:

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

Attempt to acquire Charisma 6: 1d12 + 2 ⇒ (10) + 2 = 12 Success!

Discard Teamster to explore again.

Citadel Card 3: Cold Iron Longsword:

WotR
Weapon 1
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Can't make the check.

End of Turn:
Discard Cure: 1d4 + 1 ⇒ (2) + 1 = 3
Attempt to recharge Cure 8: 1d12 + 4 + 1d4 ⇒ (1) + 4 + (2) = 7 Failed
Reset Hand

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

Alahazra wrote:

Hand: Fire Snake, Apprentice, Holy Light, Blessing of the Spellbound 2, Flame Staff, Cure 2,

Displayed: Arueshalae's Gift,
Deck: 8 Discard: 3 Buried: 0
Current Location: Citadel
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Chronicler, Blessing of the Spellbound, Frigid Blast, Blessing of Pharasma 2, Fireblade
Recharged: Blessing of Abadar, Druid of the Flame, Blessing of Pharasma,
Discard Pile: Scale of Disguise, Teamster, Cure,
Buried Pile:

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

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


Start of Turn:
Display Arueshaleas gift
Explore location

Torture Chamber Card 1: Wenduag:

WotR
Henchman 1
Type: Monster
Traits:
Mongrel
Ranger
To Defeat:
Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA damage, Discard Druid of the Flame
Difficulty to defeat (Carrion Golem Combat 14)

Discard blessing of Abadar
Discard Frigid Blast
Attempt to defeat Combat 15: 2d12 + 3 + 1d4 + 2d4 ⇒ (2, 4) + 3 + (1) + (3, 4) = 17 Defeated!
Attempt to close location, take 1 mental damage
Discard Scale of Disguise

End of Turn:
attempt to recover Frigid Blast 8: 1d12 + 3 + 1d4 ⇒ (8) + 3 + (3) = 14 Recharge Frigid Blast
Reset hand

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

Alahazra wrote:

Hand: Fire Snake, Apprentice, Blessing of Pharasma, Blessing of the Spellbound 2, Flame Staff, Cure,

Displayed: Arueshalae's Gift,
Deck: 7 Discard: 3 Buried: 0
Current Location: Torture Chamber
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fireblade, Chronicler, Blessing of the Spellbound, Cure 2, Blessing of Pharasma 2, Holy Light
Recharged: Frigid Blast,
Discard Pile: Druid of the Flame, Blessing of Abadar, Scale of Disguise,
Buried Pile:

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

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


Starting Location:
Torture Chamber

Deck Upgrade:
Replace Amulet of Life with Scale of Disguise

Alahazra wrote:

Hand: Blessing of Abadar, Arueshalae's Gift, Druid of the Flame, Frigid Blast, Scale of Disguise, Cure,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Torture Chamber
Hero Points: 2
Product Reroll: No

Deck, Discard, Buried:

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

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

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


Scenario Reward:
Skill Feat: Charisma
Mythic Path: Sword of Iomedae

Hero Point:
Bank

Deck Upgrade:
None


Correction from turn:
Encounter villain instead of Cultist of Baphomet
RNG villain: 1d3 ⇒ 2 Hosilla encountered

Hosilla:

WOTR-1 villain (monster)
Human Inquisitor
Check to defeat
Combat
13
Powers
All damage dealt by Hosilla to characters that have the Human trait is increased by 3.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.

BYA Damage: 1d4 + 3 ⇒ (2) + 3 = 5 5 damage
Banish Scalemail to reduce damage to 0

Discard Holy Light
Attempt to defeat Combat 13: 1d12 + 3 + 1d4 + 2d6 ⇒ (3) + 3 + (1) + (4, 2) = 13 Defeated!
Reveal Spellcasters Shield to reduce After-you-Act damage to 0

Reveal Flame staff
Attempt to close location Combat 11: 1d12 + 3 + 1d4 + 1d4 ⇒ (10) + 3 + (3) + (2) = 18 Location closed

End of Turn:
Attempt to Recharge Holy Light 10: 1d12 + 3 + 1d4 ⇒ (7) + 3 + (1) = 11. Success!
Banish Cure: 1d4 + 1 ⇒ (1) + 1 = 2
Recharge Blessing of Abadar and Spellcasters Shield
Attempt to recharge Cure Divine 8: 1d12 + 3 + 1d4 ⇒ (11) + 3 + (2) = 16 Success!
Reset Hand

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

Alahazra wrote:

Hand: Blessing of Pharasma 2, Blessing of the Spellbound 2, Chronicler, Spellcaster's Shield, Scale of Disguise, Flame Staff,

Displayed: Arueshalae's Gift,
Deck: 12 Discard: 1 Buried: 1
Current Location: Citadel
Hero Points: 1
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Frigid Blast, Fire Snake, Apprentice, Fireblade, Cure 2, Druid of the Flame, Blessing of the Spellbound, Blessing of Pharasma
Recharged: Holy Light, Blessing of Abadar, Spellcaster's Shield 2, Cure,
Discard Pile: Helm of the Valkyrie,
Buried Pile: Scale Mail,

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

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


Start of Turn:
Explore location

Citadel Card 1: Cultist of Baphomet:

WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of 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, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Spellcasters Shield to reduce damage from BYA damage.

Reveal Flame Staff
Discard top card of deck (Blessing of Pharasma)
attempt to defeat Combat 11: 1d12 + 3 + 1d4 + 2d4 ⇒ (2) + 3 + (1) + (3, 3) = 12 Defeated!

Reveal Flame Staff
Attempt to close location Combat 11: 1d12 + 3 + 1d4 + 1d4 ⇒ (7) + 3 + (1) + (2) = 13 Success!
Location closed.

End of turn:
Banish Cure: 1d4 + 1 ⇒ (4) + 1 = 5
Attempt to recover Cure, Divine 8: 1d12 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5 Failed!
Reset Hand

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

Alahazra wrote:

Hand: Holy Light, Scale Mail, Fire Snake, Spellcaster's Shield, Scale of Disguise, Flame Staff,

Displayed: Arueshalae's Gift,
Deck: 13 Discard: 0 Buried: 1
Current Location: Citadel
Hero Points: 1
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Druid of the Flame, Chronicler, Frigid Blast, Cure 2, Fireblade, Apprentice, Blessing of the Spellbound, Blessing of Pharasma 2, Blessing of the Spellbound 2
Recharged: Blessing of Abadar, Spellcaster's Shield 2, Helm of the Valkyrie, Blessing of Pharasma,
Discard Pile:
Buried Pile: Cure,

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

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


Start of turn:
Explore location

Citadel Card 1: Helm of the Valkyrie:

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

Attempt to acquire Fort 6: 1d8 + 2 ⇒ (5) + 2 = 7 Acquired!

End of Turn:
Discard Helm of the Valkyrie

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

Alahazra wrote:

Hand: Holy Light, Scale Mail, Cure 2, Spellcaster's Shield, Scale of Disguise, Flame Staff,

Displayed: Arueshalae's Gift,
Deck: 11 Discard: 3 Buried: 0
Current Location: Citadel
Hero Points: 1
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fireblade, Blessing of the Spellbound 2, Frigid Blast, Cure, Apprentice, Fire Snake, Chronicler, Blessing of Pharasma, Blessing of the Spellbound, Druid of the Flame, Blessing of Pharasma 2
Recharged:
Discard Pile: Blessing of Abadar, Spellcaster's Shield 2, Helm of the Valkyrie,
Buried Pile:

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

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


Start of Turn:
Move to Citadel
Explore location

Citadel Card 1: Scale Mail:

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

Attempt to acquire Fortitude 4: 1d8 + 2 ⇒ (2) + 2 = 4 Acquired!

End Turn:
No further actions

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

Alahazra wrote:

Hand: Holy Light, Scale Mail, Cure 2, Spellcaster's Shield, Scale of Disguise, Flame Staff,

Displayed: Arueshalae's Gift,
Deck: 11 Discard: 2 Buried: 0
Current Location: Citadel
Hero Points: 1
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Blessing of the Spellbound, Chronicler, Fire Snake, Apprentice, Fireblade, Frigid Blast, Cure, Blessing of Pharasma 2, Druid of the Flame
Recharged: Blessing of the Spellbound 2,
Discard Pile: Blessing of Abadar, Spellcaster's Shield 2,
Buried Pile:

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

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


Continue Turn:
Attempt to close location. Summon and acquire random weapon.

Ranseur of the Gargoyle:

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

Even with a blessing, Alahazra cannot come close to the Strength 10.
Location remains open.

End of Turn:
No further actions required.

Alahazra wrote:

Hand: Holy Light, Blessing of the Spellbound 2, Cure 2, Spellcaster's Shield, Scale of Disguise, Flame Staff,

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Blessing of Pharasma 2, Frigid Blast, Cure, Chronicler, Druid of the Flame, Blessing of the Spellbound, Fire Snake, Apprentice, Fireblade
Recharged:
Discard Pile: Blessing of Abadar, Spellcaster's Shield 2,
Buried Pile:

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

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


Start of Turn:
Explore location.

Armory Card 1: Cultist of Baphomet:

WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of 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, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA suffer 1 combat damage.
Reveal Spellcasters Shield to reduce damage to 0

Reveal Flame Staff
Attempt to defeat Combat 11: 1d12 + 3 + 1d4 + 1d4 ⇒ (10) + 3 + (3) + (1) = 17 Defeated!

[Pausing Turn]


Start of Turn:
Explore location.

Armory Card 1: Spellcaster's Shield:

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

Attempt to acquire Divine 6: 1d12 + 3 + 1d4 ⇒ (12) + 3 + (1) = 16 Acquired!

Discard Blessing of Abadar to explore again.

Armory Card 2: Spellcaster's Shield:

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

Attempt to acquire Divine 6: 1d12 + 3 + 1d4 ⇒ (6) + 3 + (2) = 11 Acquired!

Discard Spellcaster's Shield 2

End of Turn:
No further action

Summary
Acquired: 2 x Spellcasters Shield
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Holy Light, Blessing of the Spellbound 2, Cure 2, Spellcaster's Shield, Scale of Disguise, Flame Staff,

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma 2, Blessing of Pharasma, Fireblade, Blessing of the Spellbound, Druid of the Flame, Fire Snake, Cure, Frigid Blast, Apprentice, Chronicler
Recharged:
Discard Pile: Blessing of Abadar, Spellcaster's Shield 2,
Buried Pile:

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

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


Starting location:
Armory

Alahazra wrote:

Hand: Holy Light, Blessing of the Spellbound 2, Cure 2, Blessing of Abadar, Scale of Disguise, Flame Staff,

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

Deck, Discard, Buried:

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

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

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


Scenario Reward:
None

Hero Point:
Bank

Deck Upgrade:
None


Start of Turn:
Move to Guardpost #1
Explore Location

Guardpost Card 2: Blasphemous Priest:

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

Divine Trait difficulty increase: 2d4 ⇒ (1, 2) = 3 Difficulty is increased by 3
Banish Holy Light
Attempt to defeat Combat 13: 1d12 + 3 + 1d4 + 2d12 ⇒ (12) + 3 + (2) + (11, 8) = 36 Defeated!
Add armor to boon pile

Attempt to close location

Corrupted Soldier:

WOTR-B henchman (monster)
HumanSoldierVeteran
Check to defeat
Combat 9
OR
Charisma Diplomacy 6
Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Banish Fireblade
Attempt to defeat Charisma 8: 1d12 + 3 + 1d4 + 2d4 ⇒ (4) + 3 + (1) + (3, 2) = 13 Defeated!
Location Closed
Add armor to boon pile

End of Turn:
Attempt to recover Holy Light 10: 1d12 + 3 + 1d4 ⇒ (8) + 3 + (3) = 14
Recharge Holy Light
Attempt to recover Fireblade 8: 1d12 + 3 + 1d4 ⇒ (5) + 3 + (4) = 12
Recharge Fireblade
Reset Hand

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

Alahazra wrote:

Hand: Flame Staff, Apprentice, Blessing of the Spellbound 2, Blessing of the Spellbound, Fire Snake, Druid of the Flame,

Displayed: Arueshalae's Gift,
Deck: 8 Discard: 1 Buried: 2
Current Location: Guard Post #1
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Blessing of Pharasma 2, Blessing of Pharasma, Frigid Blast, Scale of Disguise, Chronicler
Recharged: Holy Light, Fireblade,
Discard Pile: Retainer,
Buried Pile: Cure, Cure 2,

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

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


Start of Turn:

Start of turn Summon Corrupted Soldier:

WOTR-B henchman (monster)
HumanSoldierVeteran
Check to defeat
Combat 9
OR
Charisma Diplomacy 6
Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Attempt to defeat Charisma 8: 1d12 + 1 + 1d4 ⇒ (7) + 1 + (1) = 9 Defeated!
Add random armor to boon pile

Explore location

Guardpost Card 1: Corroded Helm:

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

Attempt to acquire Fortitude 3: 1d8 + 2 ⇒ (2) + 2 = 4 Acquired!
Add Corroded Helm to boon pile

Discard Retainer to explore again

Guardpost Card 2: Wrecker Demon:

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

Reveal Flamestaff
Attempt to defeat Combat 14: 1d12 + 3 + 1d4 + 1d4 ⇒ (8) + 3 + (1) + (2) = 14 Defeated!

Closing location Summon Corrupted Soldier:

WOTR-B henchman (monster)
HumanSoldierVeteran
Check to defeat
Combat 9
OR
Charisma Diplomacy 6
Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Flamestaff
Attempt to defeat Charisma 8: 1d12 + 1 + 1d4 + 1d4 ⇒ (7) + 1 + (1) + (1) = 10 Defeated!
Add random armor to boon pile
Location closed.

End of turn
Banish cure: 1d4 + 1 ⇒ (2) + 1 = 3
Recharge Blessing of Abadar, Scale of Disguise, Blessing of Pharasma2
Attempt to recharge Cure Divine 8: 1d12 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5 Failed
Reset Hand

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

Alahazra wrote:

Hand: Flame Staff, Fireblade, Blessing of the Spellbound 2, Blessing of the Spellbound, Fire Snake, Holy Light,

Displayed: Arueshalae's Gift,
Deck: 8 Discard: 1 Buried: 2
Current Location: Guard Post #3
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Apprentice, Druid of the Flame, Frigid Blast, Chronicler, Blessing of Pharasma
Recharged: Blessing of Abadar, Scale of Disguise, Blessing of Pharasma 2,
Discard Pile: Retainer,
Buried Pile: Cure, Cure 2,

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

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


Start of Turn:

Summon Corrupted Soldier:

WOTR-B henchman (monster)
HumanSoldierVeteran
Check to defeat
Combat 9
OR
Charisma Diplomacy 6
Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Attempt to defeat Charisma 8: 1d12 + 1 + 1d4 ⇒ (2) + 1 + (3) = 6 Failed!
Product Reroll on the 1d12
Product Reroll: 1d12 ⇒ 8 Gives total of 12. Success!

Explore location.

Guardpost Card 1: Cambion:

WotR
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

BYA Divine 9 check: 1d12 + 3 + 1d4 ⇒ (11) + 3 + (3) = 17 Success!

Banish Fireblade
Attempt to defeat Combat 12: 1d12 + 3 + 1d4 + 2d4 ⇒ (1) + 3 + (3) + (4, 1) = 12 Success!

Discard Druid of Flame to explore again

Guardpost Card 2: Apprentice:

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

Attempt to acquire Divine 8: 1d12 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9 Acquired!
Apprentice added to loot deck

Banish Cure: 1d4 + 1 ⇒ (2) + 1 = 3 3 cards recharged
Recharge Druid of Flame, Frigid Blast, Blessing of Pharasma

Power Examine next card in location.

Guardpost Card 3: Corroded Helm:

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

End of Turn:
Recover Fireblade 8: 1d12 + 3 + 1d4 ⇒ (9) + 3 + (1) = 13 Success!
Recover Cure 2 8: 1d12 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6 Failed
Reset Hand

Summary
Acquired: Retainer
Banished: Cambion
Examined: Corroded Helm
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Flame Staff, Retainer, Blessing of the Spellbound 2, Cure, Fire Snake, Holy Light,

Displayed: Arueshalae's Gift,
Deck: 7 Discard: 3 Buried: 1
Current Location: Guard Post #3
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Apprentice, Chronicler, Blessing of the Spellbound
Recharged: Druid of the Flame, Frigid Blast, Blessing of Pharasma, Fireblade,
Discard Pile: Scale of Disguise, Blessing of Pharasma 2, Blessing of Abadar,
Buried Pile: Cure 2,

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

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


Start of Turn:

Summon Corrupted Soldier:

WOTR-B henchman (monster)
HumanSoldierVeteran
Check to defeat
Combat 9
OR
Charisma Diplomacy 6
Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Attempt to defeat Chariisma 8: 1d12 + 1 + 1d4 ⇒ (10) + 1 + (4) = 15 Defeated!
Add Random Armor to Boon pile

Explore location

Guardpost Card 1 Heavy Pick:

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

Can't make the check.
Discard Blessing of Pharasma to explore again

Guardpost Card 2: Full Plate:

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

Attempt to acquire Fortitude 5: 1d8 + 2 ⇒ (8) + 2 = 10 Added to Boon pile

Discard Blessing of Abadar to explore again

Guardpost Card 3: Brimorak Corrupted Soldier:

WOTR-B henchman (monster)
HumanSoldierVeteran
Check to defeat
Combat 9
OR
Charisma Diplomacy 6
Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Attempt to defeat Chariisma 8: 1d12 + 1 + 1d4 ⇒ (4) + 1 + (4) = 9 Defeated!
Add Armor to pile

End of Turn:
Reset hand

Summary
Acquired: Full Plate
Banished: Corrpted Soldier
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

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

Displayed: Arueshalae's Gift,
Deck: 6 Discard: 5 Buried: 0
Current Location: Guard Post #3
Hero Points: 0
Product Reroll: Yes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Snake, Retainer, Apprentice, Cure, Blessing of the Spellbound, Chronicler
Recharged:
Discard Pile: Scale of Disguise, Blessing of Pharasma 2, Frigid Blast, Blessing of Pharasma, Blessing of Abadar,
Buried Pile:

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

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


Start of Turn:
Display Arueshalae's Gift

Summon Corrupted Soldier:

WOTR-B henchman (monster)
HumanSoldierVeteran
Check to defeat
Combat 9
OR
Charisma Diplomacy 6

Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.

If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals Combat damage equal to 2 plus the scenario's adventure deck number.

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

Attempt to defeat Charisma 8: 1d12 + 1 + 1d4 ⇒ (11) + 1 + (3) = 15 Success

Explore location

Guardpost Card 1: Mad Knight:

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

BYA Divine Combat Damage: 1d4 + 1 ⇒ (1) + 1 = 2 2 Damage
Discard Scale of Disguise, Blessing of Pharasma 2

Reveal Flame Staff
Discard Frigid Blast
Attempt to defeat Combat 14: 1d12 + 3 + 1d4 + 1d4 + 1d8 ⇒ (7) + 3 + (1) + (1) + (5) = 17 Defeated

Examine next Card in location (Power)

Guardpost Card 2: Heavy Pick:

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

End of Turn:
Reset Hand

Summary
Acquired: None
Banished: Mad Knight
Examined: None
Random Card(s) Used: None
Displayed: Arueshalae's Gift
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Flame Staff, Blessing of Abadar, Blessing of Pharasma, Druid of the Flame, Fireblade, Holy Light,

Displayed: Arueshalae's Gift,
Deck: 8 Discard: 3 Buried: 0
Current Location: Guard Post #3
Hero Points: 0
Product Reroll: Yes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Retainer, Blessing of the Spellbound 2, Apprentice, Cure 2, Chronicler, Cure, Blessing of the Spellbound, Fire Snake
Recharged:
Discard Pile: Scale of Disguise, Blessing of Pharasma 2, Frigid Blast,
Buried Pile:

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

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


Start of Turn:
Display Arueshalae's Gift

Summon Corrupted Soldier:

WOTR-B henchman (monster)
HumanSoldierVeteran
Check to defeat
Combat 9
OR
Charisma Diplomacy 6

Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.

If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals Combat damage equal to 2 plus the scenario's adventure deck number.

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

Attempt to defeat Charisma 8: 1d12 + 1 + 1d4 ⇒ (2) + 1 + (2) = 5. Failed
Discard Chronicler, Druid of the Flame, Apprentice

Explore location

Guardpost Card 1: Retainer:

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

Attempt to acquire Charisma 4: 1d12 + 1 + 1d4 ⇒ (3) + 1 + (1) = 5 Acquired!

Discard Retainer to explore again

Guardpost Card 2: Swordbreaker:

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

Can't make the check.

End of Turn:
Banish Cure: 1d4 + 1 ⇒ (4) + 1 = 5 5 cards recharged
Attempt to recover Cure 8: 1d12 + 3 + 1d4 ⇒ (6) + 3 + (1) = 10 Recharge Cure
Reset Hand

Summary
Acquired: Retainer
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: Arueshalae's Gift
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Flame Staff, Blessing of Pharasma 2, Blessing of Pharasma, Scale of Disguise, Fireblade, Frigid Blast,

Displayed: Arueshalae's Gift,
Deck: 11 Discard: 0 Buried: 0
Current Location: Guard Post #3
Hero Points: 0
Product Reroll: Yes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Snake, Blessing of the Spellbound 2, Blessing of the Spellbound, Holy Light, Cure 2, Blessing of Abadar
Recharged: Chronicler, Druid of the Flame, Apprentice, Retainer, Cure,
Discard Pile:
Buried Pile:

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

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


Deck Modifications:
Amulet of Life replaced by Scale of Disguise

Starting location:
Guard Post #3

Alahazra wrote:

Hand: Flame Staff, Chronicler, Druid of Flame, Apprentice, Cure, Frigid Blast,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Guard Post #3
Hero Points: 0
Product Reroll: Yes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Holy Light, Fire Snake, Blessing of the Spellbound 2, Blessing of the Spellbound, Fireblade, Cure 2, Blessing of Pharasma 2, Scale of Disguise, Blessing of Pharasma, Blessing of Abadar
Recharged:
Discard Pile:
Buried Pile:

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

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


Scenario Reward:
Draw Ally (Ally 1)

Hero Point:
Power Feat: Hand Size +1

Deck Upgrade:
Drawn Ally 1: 1d1000 ⇒ 539
Replace Lookout with Druid of Flame


Redoing Explore

Collapsing Bridge Card 1: Carrion Golem:

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

BYA Discard Frigid Blast
Discard Blessing of Abadar
Attempt to defeat Combat 14: 2d12 + 3 ⇒ (7, 9) + 3 = 19 defeated!

Banish Cure
Cure: 1d4 + 1 ⇒ (4) + 1 = 5 2 Cards
Recharge Blessing of Abadar and Blessing of the Spellbound

End of turn
Attempt to recover Cure 8: 1d12 + 3 ⇒ (12) + 3 = 15
Recharge Cure
At Location Check: 1d10 ⇒ 5 No cards removed from location
Reset Hand

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

Alahazra wrote:

Hand: Fireblade, Cure 2, Lookout, Dazzle, Recruit,

Displayed: Sin Seeker,
Deck: 13 Discard: 1 Buried: 0
Current Location: Collapsing Bridge
Hero Points: 0
Product Reroll: Yes

Deck, Discard, Buried:

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

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

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


Before Turn:
Currently at a closed location so do not have to encounter Cultist.

Start of Turn:
Attempt to banish Sin Seeker 11: 1d12 + 3 ⇒ (11) + 3 = 14 Failed
Move to Collapsing Bridge
Explore location.

Collapsing Bridge Card 1: Blasphemous Priest:

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

Roll difficulty increase: 2d4 ⇒ (4, 1) = 5 Check increases by 5
Discard Blessing of Abadar
Banish Fireblade
Attempt to defeat Combat 15: 2d12 + 3 + 2d4 ⇒ (3, 12) + 3 + (4, 2) = 24 Defeated

Banish Cure
Cure: 1d4 + 1 ⇒ (4) + 1 = 5 2 Cards
Recharge Blessing of Abadar and Blessing of the Spellbound

End of turn
Attempt to recover Cure 8: 1d12 + 3 ⇒ (12) + 3 = 15
Recharge Cure
Attempt to recover Fireblade 8: 1d12 + 3 ⇒ (1) + 3 = 4
Recharge FireBlade
At Location Check: 1d10 ⇒ 5 No cards removed from location
Reset Hand

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

Alahazra wrote:

Hand: Lookout, Cure 2, Recruit, Dazzle, Blessing of Pharasma,

Displayed: Sin Seeker,
Deck: 14 Discard: 0 Buried: 0
Current Location: Collapsing Bridge
Hero Points: 0
Product Reroll: Yes

Deck, Discard, Buried:

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

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

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


Before Turn:
Currently at a closed location so do not have to encounter Cultist.

Start of Turn:
Attempt to banish Sin Seeker 11: 1d12 + 3 ⇒ (2) + 3 = 5 Failed
Move to Collapsing Bridge
Explore location.

Collapsing Bridge Card 1: Blasphemous Priest:

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

Roll difficulty increase: 2d4 ⇒ (4, 1) = 5 Check increases by 5
Discard Blessing of Abadar
Banish Fireblade
Attempt to defeat Combat 15: 2d12 + 3 + 2d4 ⇒ (11, 5) + 3 + (4, 2) = 25 Defeated

Banish Cure
Cure: 1d4 + 1 ⇒ (1) + 1 = 2 2 Cards
Recharge Blessing of Abadar and Blessing of the Spellbound

End of turn
Attempt to recover Cure 8: 1d12 + 3 ⇒ (8) + 3 = 11
Recharge Cure
Attempt to recover Fireblade 8: 1d12 + 3 ⇒ (10) + 3 = 13
Recharge FireBlade
At Location Check: 1d10 ⇒ 3 No cards removed from location
Reset Hand

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

Alahazra wrote:

Hand: Lookout, Cure 2, Recruit, Dazzle, Blessing of Pharasma,

Displayed: Sin Seeker,
Deck: 14 Discard: 0 Buried: 0
Current Location: Collapsing Bridge
Hero Points: 0
Product Reroll: Yes

Deck, Discard, Buried:

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

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

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


Start of Turn:
Explore location.

Abyssal River Card 1: Giant Bat:

WotR
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Cannot make the BYA check
Recharge Blessing of the Spellbound
Attempt to defeat Combat 13: 2d12 + 3 ⇒ (1, 5) + 3 = 9 Failed!
Product re-roll on the 1
Product re-roll: 1d12 ⇒ 12 Results in 20. Success!

Discard Fire Snake to close location.
Discard Amulet of Life to reduce damage
Attempt to recover Divine 7: 1d12 + 3 ⇒ (7) + 3 = 10 Recharge Amulet of Life

End of Turn:
Reset Hand

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

Alahazra wrote:

Hand: Fireblade, Cure 2, Blessing of Abadar, Dazzle, Cure,

Displayed: Sin Seeker,
Deck: 12 Discard: 2 Buried: 0
Current Location: Abyssal River
Hero Points: 0
Product Reroll: Yes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Recruit, Lookout, Blessing of Pharasma 2, Chronicler, Apprentice, Holy Light, Blessing of Pharasma, Mendevian Crusader, Frigid Blast, Flame Staff
Recharged: Blessing of the Spellbound, Amulet of Life,
Discard Pile: Blessing of the Spellbound 2, Fire Snake,
Buried Pile:

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

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


Start of Turn:
Explore location.

Abyssal River Card 1: Blessing of Torag:

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

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

Discard Blessing of the Spellbound 2 to explore again

Abyssal River Card 2: Sin Seeker:

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

Display Sin Seeker

End of turn:
Reset hand

Summary
Acquired: None
Banished: None
Examined: Blessing of Torag, Sin Seeker
Random Card(s) Used: None
Displayed: Sin Seeker
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Fire Snake, Cure 2, Blessing of Abadar, Amulet of Life, Blessing of the Spellbound,

Displayed: Sin Seeker,
Deck: 13 Discard: 1 Buried: 0
Current Location: Abyssal River
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Frigid Blast, Lookout, Fireblade, Apprentice, Flame Staff, Chronicler, Blessing of Pharasma 2
Recharged: Holy Light, Blessing of Pharasma, Mendevian Crusader, Recruit, Dazzle, Cure,
Discard Pile: Blessing of the Spellbound 2,
Buried Pile:

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

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


Start of turn:
Explore location

Abyssal River Card 1: Recruit:

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

Attempt to acquire Charisma 3: 1d12 + 1 ⇒ (3) + 1 = 4 Success!

Discard Recruit to explore again

Abyssal River Card 2: Giant Maggot Swarm:

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

No other characters at location
Take 1 Acid damage. Discard Dazzle
Banish Holy Light
Attempt to defeat Combat 6: 1d12 + 3 + 2d6 ⇒ (10) + 3 + (2, 2) = 17 Defeated!
Roll was more than 4 so Swarm does not get shuffled into location.

End of turn:
Attempt to Recharge Holy Light 10: 1d12 + 3 ⇒ (12) + 3 = 15 Spell is recharged
Discard Cure
Heal: 1d4 + 1 ⇒ (4) + 1 = 5 5 cards recharged
Attempt to recharge Cure 8: 1d12 + 3 ⇒ (11) + 3 = 14 Spell is recharged
reset Hand

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

Alahazra wrote:

Hand: Fire Snake, Cure 2, Blessing of Abadar, Amulet of Life, Blessing of the Spellbound 2,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Abyssal River
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flame Staff, Chronicler, Apprentice, Blessing of the Spellbound, Fireblade, Blessing of Pharasma 2, Frigid Blast, Lookout
Recharged: Holy Light, Blessing of Pharasma, Mendevian Crusader, Recruit, Dazzle, Cure,
Discard Pile:
Buried Pile:

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

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


Start of Turn:
Explore Location.

Abyssal River Card 1: Giant Cockroach:

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

No other Character at location.
Discard Frigid Blast
Attempt to defeat Combat 8: 1d12 + 3 + 2d4 ⇒ (5) + 3 + (3, 1) = 12 Defeated!
Attempt to recover Frigid Blast 8: 1d12 + 3 ⇒ (5) + 3 = 8 Recharged

Discard Mendevian Crusader to explore again

Abyssal River Card 2: Dazzle:

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

Attempt to acquire Int 4: 1d8 ⇒ 5 Acquired

End of turn:
Reset Hand

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

Alahazra wrote:

Hand: Holy Light, Cure 2, Dazzle, Amulet of Life, Cure,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Current Location: Abyssal River
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

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

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

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


Start of Turn:
Explore Location.

Abyssal River Card 1: Blood Periapt:

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

Attempt to acquire Fort 4: 1d8 + 2 ⇒ (1) + 2 = 3 Failed!

Discard Blessing of Pharasma to explore again.

Abyssal River Card 2: Corrupted Crusaders:

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

Draw Random Ally:

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

Display Mendevian Crusader

Encounter Corrupted Soldier:

Corrupted Soldier
WOTR-B henchman (monster)
HumanSoldierVeteran
Check to defeat
Combat
9
OR
Charisma
Diplomacy
6
Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.

If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals Combat damage equal to 2 plus the scenario's adventure deck number.

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

Attempt to defeat Charisma 8: 1d12 + 1 ⇒ (7) + 1 = 8 Defeated!
Add Mendevian Crusader to Hand

End of Turn:
No further actions

Summary
Acquired: Mendevian Crusader
Banished: Corrupted Crusaders
Examined: Blood Periapt
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Holy Light, Cure 2, Frigid Blast, Amulet of Life, Mendevian Crusader,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Current Location: Abyssal River
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

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

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

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


Starting Location:
Abyssal River

Alahazra wrote:

Hand: Viper Strike, Cure 2, Frigid Blast, Amulet of Life, Blessing of Pharasma 2,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Abyssal River
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

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

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

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


Scenario Reward:
Loot: Scale of Disguise

Hero Point:
Card Feat: Spells +1
New Slot: Viper Strike

Deck Upgrade:
None


Start of Turn:
Explore location.

Befouled Altar Card 2: Brilliance:

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

Attempt to acquire Divine 6: 1d12 + 3 ⇒ (1) + 3 = 4 failed!

Power: Examine top card of location.

Befouled Altar Card 3: Cultist of Baphomet:

WotR
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of 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, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

End of Turn:
No further action

Summary
Acquired: None
Banished: None
Examined: Brilliance, Cultist of Baphomet
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Researcher, Flame Staff, Teamster, Lookout, Amulet of Life,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Befouled Altar
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

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

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

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


Start of Turn:
Move to Befouled Altar
Explore location

Befouled Altar Card 3: Explosive Runes:

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

Discard Fire Snake
Attempt to defeat Intelligence 9: 1d12 + 3 ⇒ (11) + 3 = 14
Attempt to recover fire Snake 8: 1d12 + 3 ⇒ (5) + 3 = 8 Recharge Fire Snake

End of Turn:
Reset Hand

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

Alahazra wrote:

Hand: Researcher, Flame Staff, Teamster, Lookout, Amulet of Life,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Befouled Altar
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

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

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

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


Start of Turn:
Explore location.

Defender's Heart Card 1: Blackfire Adept:

WotR
Henchman B
Type: Monster
Traits:
Human
Conjurer
Cultist
To Defeat:
Combat 11
OR Arcane 8
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
If defated, you may immediately attempt to close the location this henchman came from.

(BYA) Demonling:

Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3. If undefeated, move to a random location.
Serving as a familiar is humliating_ If a demonling outlives his maste, he'll seek outers to humiliate_

Cannot make the BYA check. Difficulty increases by 3
Discard FireBlade
Attempt to defeat Combat 11: 1d12 + 3 + 2d4 ⇒ (4) + 3 + (2, 2) = 11 Defeated!
Attempt to recharge Fireblade 8: 1d12 + 3 ⇒ (9) + 3 = 12

Discard Frigid Blast
Attempt to defeat Combat 11: 1d12 + 3 + 2d4 ⇒ (6) + 3 + (2, 3) = 14 Defeated!
Attempt to recharge Frigid Blast 8: 1d12 + 3 ⇒ (4) + 3 = 7

Attempt to close location

Random Ally Teamster:

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

Attempt to acquire Charisma 6: 1d12 + 3 ⇒ (7) + 3 = 10 Success!
Location closed

End of Turn:
Discard Cure: 1d4 + 1 ⇒ (3) + 1 = 4 4
Recharge Blessing of Abadar, Blessing of the Spellbound, Blessing of Pharasma, Frigid Blast
Recharge Cure 8: 1d12 + 3 ⇒ (10) + 3 = 13 Recharged
Reset Hand

Summary
Acquired: Teamster
Banished: Blackfire Adept, Demonling
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Alahazra wrote:

Hand: Researcher, Fire Snake, Teamster, Lookout, Amulet of Life,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Defender's Heart
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

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

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

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


Start of Turn:
Move to Defender's Heart
Explore location.

Defender's Heart Card 1: Researcher:

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

Attempt to Acquire Charisma 6: 1d12 + 3 ⇒ (4) + 3 = 7 Acquired!

Discard Blessing of Pharasma to explore again

Defender's Heart Card 2: Wolverine:

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

Discard Blessing of the Spellbound
Attempt to acquire Wisdom 8: 2d8 ⇒ (3, 1) = 4 Failed!

End of Turn:
Reset Hand

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

Alahazra wrote:

Hand: Researcher, Cure 2, Frigid Blast, Fireblade, Amulet of Life,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Current Location: Defender's Heart
Hero Points: 0
Product Reroll: No

Deck, Discard, Buried:

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

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

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

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