Crowe

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239 posts. Alias of MauveAvengr.


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Deck Handler

Great game everyone! Thanks all!

Crowe will bank his Hero Point. Total: 11

Deck Upgrade Preferences:

Spell 4: 1d100 ⇒ 73 Arcane Theft


Deck Handler

Fortitude 23: 1d6 + 2 ⇒ (4) + 2 = 6
No Mythic Charges so don't lose any.

Buried Cards from Discard: 1d4 + 1 ⇒ (1) + 1 = 2
Buried Cards from Hand: 1d4 + 1 ⇒ (1) + 1 = 2
Buried Cards from Deck: 1d4 + 1 ⇒ (2) + 1 = 3

No cards in Discard. Bury Mace of Smiting and Whip of Centipedes from Hand. Discard Blazing Servent, Treacherous Teleport, and Gem of Physical Prowess from Deck.

Will cast Transmogrify to reduce difficulty by 1d8+6+1d6 for each check.


Deck Handler

Fortitude 23: 1d6 + 2 ⇒ (3) + 2 = 5
Mythic charges: 1d4 + 1 ⇒ (4) + 1 = 5
Buried Cards from Discard: 1d4 + 1 ⇒ (4) + 1 = 5
Buried Cards from Hand: 1d4 + 1 ⇒ (3) + 1 = 4
Buried Cards from Deck: 1d4 + 1 ⇒ (1) + 1 = 2

Expend 5 Mythic charges. Bury Dragoon, Blessing of Abraxas, and Demonbane Longsword from Discard, Blancher, Skyplate Armor, and Surgeon from hand, and Grappler's Mask and Rhino Hide Armor from Deck.

No cards in hand now. Will use Melee for Combat.

Combat 50+10=60: 1d12 + 5 + 2 ⇒ (9) + 5 + 2 = 16

Fail check. Expend all Mythic charges and lose Mythic Path.

End Turn: Reset hand.

Recovery:

[u]Summary[/u]:
Move: Paradise Hill -> Eagle Rock
Acquired: N/a
Banished: N/a
Examined: Eagle Rock Card 1: Pazuzu
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Mace of Smiting, Transmogrify (loot), Whip of Centipedes, Blessing of the Inheritor, Blessing of Angradd, Blessing of Tsukiyo, Blessing of the Oathkeeper,

Displayed:
Deck: 7 Discard: 0 Buried: 10
Current Location: Eagle Rock
Hero Points: 10
2-7 Reroll: USED
Mythic Charges: 0
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Belt of Physical Might, Blessing of Sivanah
Recharged: Scrying , Dwarven Earthbreaker +1, Treacherous Teleport, Blazing Servant, Gem of Physical Prowess,
Discard Pile:
Buried Pile: Bastion of the Inheritor, Jorgenfist Spear, Dragoon, Blessing of Abraxas (loot), Demonbane Longsword +2, Blancher (loot), Skyplate Armor, Surgeon, Grappler's Mask, Rhino Hide Armor,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +0 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +0 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Turn Order: Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 12 - Blessing of Ascension

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

SOT: N/a

Move: Move to Eagle Rock.

Explore: Pazuzu

Pazuzu:
Pazuzu
None
Villain B
Type: Monster
Traits:
Aristocrat
Deity
Demon
Mythic
Outsider
To Defeat:
Combat 50
THEN Combat 60
THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
If undefeated, expend your mythic charges and banish your mythic path card.

Will wait to see the strategy here. Very very unlikely Crowe can do this.


Deck Handler

Must do check on Pazuzu's Host. Will choose Fortitude.

Fortitude 25: 1d6 + 2 ⇒ (2) + 2 = 4

Fail. So will attempt Combat check.

Reveal and discard Demonbane Longsword +2 to do Melee+1d8+2+1d8+1d6 and Force trait. Bury Jorgenfist Spear to add 1d10+1 and the Force trait. Discard Blessing of Abraxas to bless check. Expend 1 Mythic charge.

Combat 50: 1d20 + 1d12 + 5 + 7 + 1d8 + 2 + 1d8 + 1d6 + 1d10 + 1 ⇒ (7) + (3) + 5 + 7 + (2) + 2 + (5) + (2) + (4) + 1 = 38

Fail. Will spend Hero Point to reroll. HP total: 10

Combat 50 w/ Hero Point reroll: 1d20 + 1d12 + 5 + 7 + 1d8 + 2 + 1d8 + 1d6 + 1d10 + 1 ⇒ (14) + (6) + 5 + 7 + (3) + 2 + (8) + (2) + (4) + 1 = 52


Deck Handler

Erasmus gives 1 Mythic charge to Crowe. Must choose a skill on Pazuzu's Host. Expend 1 Mythic charge to gain benefits of Mythic Medal of Vigor: Fortitude: Constitution +5. Recharge Gem of Physical Prowess to use Strength die. Then ask Mother Myrtle for a blessing. Nissa adds 1d4

Fortitude 25: 2d12 + 5 + 1d4 ⇒ (11, 3) + 5 + (2) = 21

Expend 1 Hero Point to reroll

Fortitude 25 w/ Hero Point reroll: 2d12 + 5 + 1d4 ⇒ (9, 10) + 5 + (4) = 28

Succeed.


Deck Handler

Turn Order: Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr
Out of Turn Updates: N/a

Turn: Turn 8 - Blessing of Ascension

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

SOT: N/a

Move: Stay at Canyon

Explore: Xenarth

Xenarth:
Xenarth
WotR
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 24
The Xenarth is immune to the Electricity and Poison traits.
Before you act, the Xenarth deals 2 Acid damage to each character at your location.
If undefeated, the Xenarth deals 2 Poison damage to you.
If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
Deadlier than any shark, these rare mutations are infused with demon ichor_

Bah! Not this again. Reveal Skyplate Armor to reduce BYA Acid damage by 2 to 0. For combat, reveal Jorgenfist Spear to do Melee+2d6+3.

Combat 24: 1d12 + 5 + 7 + 2d6 + 3 ⇒ (1) + 5 + 7 + (2, 5) + 3 = 23

Fail, but it would get shuffled back in regardless. Reveal Skyplate Armor to reduce undefeated Poison damage by 2 to 0. Suffer no damage. Xenarth gets shuffled back in.

Banish Treacherous Teleport to Recovery to move to Paradise Hill, then examine location until Crowe finds a monster, then encounter it. Banish all boons.

-Paradise Hill Card 1: Cape of Wasps -> Spell -> banished
-Paradise Hill Card 2: Pazuzu's Host -> Barrier
-Paradise Hill Card 3: Nahyndrian Elixer -> Item -> banished
-Paradise Hill Card 4: Apocalypse Demon -> Monster -> encounter!

Explore 2: Paradise Hill Card 4: Apocalypse Demon

Apocalypse Demon:
Apocalypse Demon
WotR
Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 27
THEN Combat 30
The Apocalypse Demon is immune to the Electricity and Poison traits.
Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

Location is not Abyssal! Must use Strength/Melee/Arcane+2d12. Will use Melee.

Combat 27: 1d12 + 5 + 7 + 2d12 ⇒ (12) + 5 + 7 + (7, 1) = 32

Pass. For second check, banish Blazing Servant to Recovery and recharge Dwarven Earthbreaker +1 to add 1d8+3. Expend 1 Mythic charge.

Combat 30: 1d20 + 5 + 7 + 2d12 + 1d8 + 3 ⇒ (1) + 5 + 7 + (4, 6) + (1) + 3 = 27

Use Paizo reroll on the 1d20 ]

Combat 30 w/ reroll: 1d20 + 5 + 7 + 4 + 6 + 1 + 3 ⇒ (16) + 5 + 7 + 4 + 6 + 1 + 3 = 42

Banish Apocalypse Demon. Gain 1 Mythic charge. Give 1 Mythic charge to Erasmus.

End Turn: Reset hand.

Recovery:

-Treacherous Teleport: Arcane 15: 1d8 + 6 + 7 + 1d6 ⇒ (6) + 6 + 7 + (4) = 23
-Blazing Servant: Arcane 14: 1d8 + 6 + 7 + 1d6 ⇒ (8) + 6 + 7 + (4) = 25

[u]Summary[/u]:
Move: Canyon -> Paradise Hill
Acquired: N/a
Banished: Paradise Hill Card 1,3,4: Cape of Wasps, Nahyndrian Elixer, Apocalypse Demon
Examined: Canyon Card 1: Xenarth (shuffled back in); Paradise Hill Card 2: Pazuzu's Host
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Give Erasmus 1 Mythic charge.

Crowe wrote:

Hand: Jorgenfist Spear, Blancher (loot), Demonbane Longsword +2, Skyplate Armor, Gem of Physical Prowess, Surgeon, Blessing of Abraxas (loot),

Displayed:
Deck: 15 Discard: 1 Buried: 1
Current Location: Canyon
Hero Points: 12
2-6B Reroll: not used
Mythic Charges: 7
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Angradd, Blessing of Tsukiyo, Mace of Smiting, Blessing of Sivanah, Grappler's Mask, Rhino Hide Armor, Belt of Physical Might, Blessing of the Inheritor, Transmogrify (loot), Blessing of the Oathkeeper, Whip of Centipedes
Recharged: Scrying , Dwarven Earthbreaker +1, Treacherous Teleport, Blazing Servant,
Discard Pile: Dragoon,
Buried Pile: Bastion of the Inheritor,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +7 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +7 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Turn Order: Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr
Out of Turn Updates: Discard Blessing of the Inheritor for Mother Myrtle then get healed for 1. Merisiel hands over Scrying.

Turn: Turn 4 - Blessing of Ascension

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

SOT: N/a

Move: Move to Canyon

Will banish Scrying to Recovery to examine the top 3 cards of location. Choose Monster

-Salamander -> Monster
-Expeditious Chain Mail -> Armor
-Xenarth -> Monster

Shuffle location, then reload Salamander and Xenarth into location in that order.

Explore: Salamander

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

Reveal Jorgenfist Spear to do Melee+2d6+3

Combat 15: 1d12 + 5 + 7 + 2d6 + 3 ⇒ (4) + 5 + 7 + (5, 1) + 3 = 25

Defeated. Draw a random armor from Vault - Bastion of the Inheritor

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

Discard Dragoon to explore location and reduce all Combat damage by 2 this explore.

Explore 2: Xenarth

Xenarth:
Xenarth
WotR
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 24
The Xenarth is immune to the Electricity and Poison traits.
Before you act, the Xenarth deals 2 Acid damage to each character at your location.
If undefeated, the Xenarth deals 2 Poison damage to you.
If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
Deadlier than any shark, these rare mutations are infused with demon ichor_

Reveal Skyplate Armor to reduce BYA Acid damage by 2 to 0. For combat, reveal Jorgenfist Spear to do Melee+2d6+3. Bury Bastion of the Inheritor to add 1d10+1 and the Force trait

Combat 24: 1d12 + 5 + 7 + 2d6 + 3 + 1d10 + 1 ⇒ (6) + 5 + 7 + (4, 3) + 3 + (1) + 1 = 30

Defeated, but more than 4 cards in location so shuffle Xenarth back into location.

End Turn: Reset hand.

Recovery:

-Scrying: Arcane 16: 1d8 + 6 + 7 + 1d6 ⇒ (7) + 6 + 7 + (3) = 23

[u]Summary[/u]:
Move: Celestial Beacon -> Canyon
Acquired: N/a
Banished: Canyon Card 1: Salamander; Canyon Card 3: Xenarth shuffled back into location.
Examined: Canyon Card 2: Expeditious Chain Mail
Random Card(s) Used: Random Armor 1: Bastion of the Inheritor
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Jorgenfist Spear, Blancher (loot), Dwarven Earthbreaker +1, Blazing Servant, Treacherous Teleport, Skyplate Armor, Surgeon,

Displayed:
Deck: 15 Discard: 1 Buried: 1
Current Location: Celestial Beacon
Hero Points: 12
2-6B Reroll: not used
Mythic Charges: 7
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abraxas (loot), Blessing of Tsukiyo, Gem of Physical Prowess, Grappler's Mask, Blessing of the Oathkeeper, Mace of Smiting, Transmogrify (loot), Belt of Physical Might, Whip of Centipedes, Rhino Hide Armor, Demonbane Longsword +2, Blessing of Angradd, Blessing of the Inheritor, Blessing of Sivanah
Recharged: Scrying ,
Discard Pile: Dragoon,
Buried Pile: Bastion of the Inheritor,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +7 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +7 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Will start at Celestial Beacon.

Crowe wrote:

Hand: Jorgenfist Spear, Blancher (loot), Blazing Servant, Treacherous Teleport, Skyplate Armor, Dragoon, Blessing of the Inheritor,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Celestial Beacon
Hero Points: 12
2-6B Reroll: not used
Mythic Charges: 7
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Sivanah, Surgeon, Grappler's Mask, Blessing of Tsukiyo, Blessing of Angradd, Belt of Physical Might, Transmogrify (loot), Blessing of Abraxas (loot), Blessing of the Oathkeeper, Demonbane Longsword +2, Mace of Smiting, Gem of Physical Prowess, Dwarven Earthbreaker +1, Rhino Hide Armor, Whip of Centipedes
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +7 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +7 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Reward: Will choose Item card feat and fill with Grappler's Mask

Will bank Hero Point, plus two more. Total: 12

Upgrade Preferences:
None

Loot:
-Blancher
-Transmogrify
-Blessing of Abraxas

Mythic Medal:
[X] Mythic Medal of Spirit: Divine: Wisdom +5


Deck Handler

Will continue turn. Discard Blessing of Sivanah to explore again.

Explore 2: Greed

Greed:
Greed
WotR
Barrier 4
Traits:
Temptation
To Defeat:
None 0
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

-Xenarth - Monster 5
-Wivver Noclan - Monster (henchman) 5
-God Caller Opon - Monster (henchman) 6

No boons, so banish Greed.

Will end turn here. There are four cards left in the Gate of the Worldwound so we win!

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Gate of the Worldwound
Acquired: N/a
Banished: Gate of the Worldwound Card 1,2: Demonic Horde, Greed
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Mace of Smiting, Demonbane Longsword +2, Rhino Hide Armor, Belt of Physical Might, Surgeon, Blessing of the Inheritor, Blessing of the Oathkeeper,

Displayed:
Deck: 10 Discard: 3 Buried: 2
Current Location: Gate of the Worldwound
Hero Points: 9
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Transmogrify (loot), Dragoon, Gem of Physical Prowess, Blazing Servant, Blessing of Angradd, Dwarven Earthbreaker +1, Blessing of Tsukiyo, Jorgenfist Spear, Treacherous Teleport
Recharged: Blancher (loot),
Discard Pile: Blessing of Sivanah, Scorching Ray, Skyplate Armor,
Buried Pile: Blessing of Abraxas (loot), Whip of Centipedes,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Update: Mother Myrtle let's Crowe draw four cards. Draw Blessing of the Inheritor, Scorching Ray, Skyplate Armor, and Blessing of the Oathkeeper. Recharge Scorching Ray due to Location effect.


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: Fail Transmogrify recharge check.
Would have discarded Jorgenfist Spear - replace with Mace of Smiting instead. Mother Myrtle heals Crowe for 4.

Turn: Turn 11 - Blessing of Shelyn

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

SOT: N/a

Move: Move to Gates of the Worldwound

Explore: Demonic Horde

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

Recharge Blancher to flip Gate of the Worldwound.

-Erasmus: Who?: 1d4 ⇒ 4
-Merisiel: Who?: 1d4 ⇒ 1
-Crowe: Who?: 1d4 ⇒ 3
-Mother Myrtle: Who?: 1d4 ⇒ 1

Erasmus encounters Servitor Demon twice. Mother Myrtle once. Crowe once.

Favored of Deskari:
Favored of Deskari
Henchman Monster 6
Traits:
Outsider
Vermin
Demon
Barbarian
Mythic

To Defeat:
Combat 35

The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Mace of Smiting to do Melee+1d8+3+2d8. Expend 1 Mythic charge. Pyrokinesis adds 1 die and the Fire trait. Nissa adds 1d4. Reveal Belt of Physical Might to add 2 to check.

Combat 35: 1d20 + 1d12 + 1d8 + 3 + 2d8 + 1d4 + 2 ⇒ (12) + (5) + (7) + 3 + (2, 3) + (3) + 2 = 37

Combat 35 w/ Force reroll: 1d20 + 1d12 + 1d8 + 3 + 2d8 + 1d4 + 2 ⇒ (20) + (8) + (3) + 3 + (7, 3) + (2) + 2 = 48

Defeated. Give 1 Mythic charge to Erasmus. Gain 1 Mythic charge.
Pause here for other combats.


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: Can't play a spell when Mother Myrtle plays a spell.

Turn: Turn 7 - Blessing of the Starsong

Blessing of the Starsong:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

SOT: N/a

Move: Stay at Rasping Rifts

[ooc]Will choose to encounter Deskari.

Deskari:
Deskari
WotR
Villan Monster 6
Traits:
Deity
Outsider
Demon
Vermin
Aristocrat
Mythic
Check to defeat
Combat 66 THEN
Combat 66 THEN
Combat 66
Powers
Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.

Damage dealt by Deskari may not be reduced and is dealt to each character at the location.

If undefeated, you die.

Will reveal and recharge Demonbane Longsword +2 to do Melee+1d8+2+1d6+1d8. Display Transmogrify to reduce difficulty to defeat by Arcane+1d6. Reveal Belt of Physical Might to add 2. Bury Whip of Centipedes to add 1d10+1 and the Force trait. Expend 1 Mythic charge. Nissa adds 1d4. Ask Merisiel to discard Blessing of Achaekek to bless check twice.

Difficulty reduction: 1d10 + 6 + 1d6 ⇒ (2) + 6 + (4) = 12

Combat 66-12=54: 1d20 + 2d12 + 5 + 6 + 1d8 + 2 + 1d6 + 1d8 + 2 + 1d10 + 1 + 1d4 ⇒ (8) + (5, 9) + 5 + 6 + (7) + 2 + (1) + (2) + 2 + (5) + 1 + (4) = 57

Since check to defeat was successful, Deskari is defeated and encounter ends immediately! Gain 1 Mythic charge. Give 1 Mythic charge to Erasmus. Use: weapon, item, spell, blessing (for the purposes of Unstable Accelerant.

Explore: Scorching Ray

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

Arcane 6: 1d8 + 6 + 6 ⇒ (3) + 6 + 6 = 15

Auto-acquire.

End Turn: Reset hand.

Recovery:

-Transmogrify: Arcane 16: 1d8 + 6 + 6 + 1d6 ⇒ (1) + 6 + 6 + (5) = 18

[u]Summary[/u]:
Move: The Rasping Rifts
Acquired: The Rasping Rifts Card 1: Scorching Ray
Banished: N/a
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: Used Merisiel's Blessing of Achaekek
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Jorgenfist Spear, Demonbane Longsword +2, Blancher (loot), Rhino Hide Armor, Belt of Physical Might, Surgeon, Blessing of Sivanah,

Displayed:
Deck: 11 Discard: 2 Buried: 2
Current Location: Rasping Rifts
Hero Points: 9
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Skyplate Armor, Gem of Physical Prowess, Blessing of the Oathkeeper, Blessing of Tsukiyo, Dwarven Earthbreaker +1, Treacherous Teleport, Mace of Smiting, Blessing of Angradd
Recharged: Dragoon, Blazing Servant, Transmogrify (loot),
Discard Pile: Blessing of the Inheritor, Scorching Ray,
Buried Pile: Blessing of Abraxas (loot), Whip of Centipedes,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Need to redo turn. Will reveal Jorgenfist Spear and recharge Dragoon to do Melee+2d6+3. Discard Blessing of the Inheritor and recharge Belt of Physical Might to bless check three times. Ask Mother Myrtle to discard Embiggen and recharge another card. Then expend 1 Mythic charge

Combat 30+30=60: 3d20 + 5 + 6 + 1d20 + 1d10 + 3 ⇒ (4, 15, 14) + 5 + 6 + (12) + (4) + 3 = 63

Defeated! Regain 1 Mythic Charge. Give 1 Mythic Charge to Merisiel.

[u]Summary[/u]:
Move: The Rasping Rifts
Acquired: N/a
Banished: The Rasping Rifts Card 1: Rift Demon
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: Mother Myrtle - Embiggen (and recharges another card)
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Jorgenfist Spear, Demonbane Longsword +2, Whip of Centipedes, Transmogrify (loot), Rhino Hide Armor, Belt of Physical Might, Surgeon,

Displayed:
Deck: 12 Discard: 1 Buried: 1
Current Location: Rasping Rifts
Hero Points: 9
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Sivanah, Mace of Smiting, Skyplate Armor, Blessing of Tsukiyo, Blessing of Angradd, Treacherous Teleport, Blessing of the Oathkeeper, Gem of Physical Prowess, Dwarven Earthbreaker +1, Blancher (loot)
Recharged: Dragoon, Blazing Servant,
Discard Pile: Blessing of the Inheritor,
Buried Pile: Blessing of Abraxas (loot),

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: Crowe must summon Favored of Deskari

Favored of Deskari:
Favored of Deskari
Spoiler:
Henchman Monster 6
Traits:
Outsider
Vermin
Demon
Barbarian
Mythic

To Defeat:
Combat 35

The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Jorgenfist Spear to do Melee+2d6+3. Expend 1 Mythic charge. Reveal Belt of Physical Might to add 2. Bury Blessing of Abraxas to add 1d10 and the Force trait

Combat 35: 1d20 + 5 + 6 + 2d6 + 3 + 2 + 1d10 ⇒ (19) + 5 + 6 + (4, 5) + 3 + 2 + (6) = 50
Combat 35 w/ Monster reroll: 1d20 + 5 + 6 + 2d6 + 3 + 2 + 1d10 ⇒ (13) + 5 + 6 + (3, 2) + 3 + 2 + (7) = 41

Defeated. Regain 1 Mythic charge. Give Erasmus 1 Mythic charge.

Turn: Turn 3 - Blessing of Deskari

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

SOT: N/a

Move: Stay at Rasping Rifts

Explore: Rift Demon

Rift Demon:
Rift Demon
None
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30
The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

Random character: 1=Crowe, 2=Erasmus, 3=Merisiel, 4=Mother Myrtle: 1d4 ⇒ 4

Mother Myrtle summons and encounters Favored of Deskari

For combat, reveal Jorgenfist Spear to do Melee+2d6+3. Expend 1 Mythic Charge. Reveal Belt of Physical Might to add 2. Discard Blessing of the Inheritor to bless check three times. Discard Blazing Servant and recharge Dragoon to add 1d8+5.

Combat 30+30=60: 1d20 + 3d12 + 5 + 6 + 2d6 + 3 + 2 + 1d8 + 5 ⇒ (18) + (11, 1, 8) + 5 + 6 + (1, 2) + 3 + 2 + (8) + 5 = 70

Defeated. Regain 1 Mythic Charge. Give 1 Mythic Charge to Merisiel.

End Turn: Reset hand.

Recovery:

-Blazing Servants: Arcane 14: 1d8 + 6 + 6 + 1d6 ⇒ (8) + 6 + 6 + (4) = 24

[u]Summary[/u]:
Move: The Rasping Rifts
Acquired: N/a
Banished: The Rasping Rifts Card 1: Rift Demon
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Mother Myrtle summons and encounters Favored of Deskari

Crowe wrote:

Hand: Jorgenfist Spear, Demonbane Longsword +2, Whip of Centipedes, Transmogrify (loot), Rhino Hide Armor, Skyplate Armor, Belt of Physical Might,

Displayed:
Deck: 12 Discard: 1 Buried: 1
Current Location: Rasping Rifts
Hero Points: 9
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Oathkeeper, Blessing of Tsukiyo, Blessing of Sivanah, Surgeon, Mace of Smiting, Blancher (loot), Treacherous Teleport, Gem of Physical Prowess, Blessing of Angradd, Dwarven Earthbreaker +1
Recharged: Dragoon, Blazing Servant,
Discard Pile: Blessing of the Inheritor,
Buried Pile: Blessing of Abraxas (loot),

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Crowe will start at the Rasping Rifts.

Upgrade Blessing of Shax to Blessing of the Oathkeeper and Impervious Fortress Plate to Skyplate Armor.

Crowe wrote:

Hand: Jorgenfist Spear, Blazing Servant, Rhino Hide Armor, Belt of Physical Might, Dragoon, Blessing of the Inheritor, Blessing of Abraxas (loot),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Rasping Rifts
Hero Points: 9
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Sivanah, Demonbane Longsword +2, Blessing of Tsukiyo, Surgeon, Gem of Physical Prowess, Mace of Smiting, Transmogrify (loot), Treacherous Teleport, Dwarven Earthbreaker +1, Blessing of Angradd, Blancher (loot), Skyplate Armor, Blessing of the Oathkeeper, Whip of Centipedes
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Reward:

-Boon: Blessing of the Oathkeeper

-Redeem: Robe of Rifts

-Medal: ☑ Mythic Medal of Command: Arcane: Charisma +5

Hero Point: bank. Total: 9

Upgrade Preferences:

Armor 6: 1d1000 ⇒ 426


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: N/a

Turn: Turn 11 - Blessing of Abraxas

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

SOT: N/a

Move: Stay Cathedral of Chaos

Explore: Unearthly Aim

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

Draw another Spell from Vault. Encounter one, banish the other.

Dragon's Breath:
Dragon's Breath
WotR
Spell 4
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.

Encounter Dragon's Breath. Do not summon Shadow Demon.

Arcane 11+5=16: 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18

Acquired. Discard Blessing of Abraxas to explore again, discarding Dragon's Breath since Hour is Corrupted.

Explore 2: Stringy Fiend

Stringy Fiend:
Stringy Fiend
WotR
Henchman 5
Type: Barrier
Traits:
Outsider
Fiend
To Defeat:
Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits.
Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter.
If defeated, you may immediately attempt to close the location this henchman came from.

Random Distant Occupied Location: 1d2 ⇒ 2

Erasmus and Merisiel must succeed at Dexterity or Acrobatics 10 or move to Cathedral of Chaos.

Choose to summon Ivory Templar.

Ivory Templar:
Ivory Templar
WotR
Henchman 5
Type: monster
Traits:
Human
Paladin
Check to defeat:
Combat 20
Powers:
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.

If undefeated, before taking damage, recharge your hand and reset it.

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

For combat, reveal Jorgenfist Spear to do Melee+2d6+3.

Combat 20: 1d12 + 5 + 6 + 2d6 + 3 ⇒ (4) + 5 + 6 + (2, 5) + 3 = 25

Defeated. For combat againstStringy Fiend, reveal Mace of Smiting to do Melee+1d8+3+2d8. Bury Transmorgrify to add 1d12.

Combat 33: 1d12 + 5 + 6 + 1d8 + 3 + 2d8 + 1d12 ⇒ (7) + 5 + 6 + (1) + 3 + (1, 1) + (10) = 34

Defeated a non-summoned Henchman so draw an Arcane Attack spell from the Vault. Draw Dismissal.

Dismissal:
Dismissal
WotR
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Now can attempt to close. Banish Dwarven Earthbreaker +1. Location is closed. Draw a random Corrupted blessing from the vault. Draw Blessing of Baphomet

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

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Cathedral of Chaos
Acquired: Random Spell 1: Dragon's Breath
Banished: Cathedral of Chaos Card 1,2: Unearthly Aim, Stringy Fiend
Examined: N/a
Random Card(s) Used: Random Spell 1,5: Dragon's Breath, Dismissal; Random Blessing 2: Blessing of Baphomet.
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Erasmus and Merisiel must make a Dexterity or Acrobatics 10 check or move to Cathedral of Chaos.

Crowe wrote:

Hand: Jorgenfist Spear, Blancher (loot), Mace of Smiting, Treacherous Teleport, Impervious Fortress Plate, Dragoon, Blessing of Baphomet (acq),

Displayed:
Deck: 10 Discard: 5 Buried: 2
Current Location: Cathedral of Chaos
Hero Points: 7
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blazing Servant, Rhino Hide Armor, Belt of Physical Might, Blessing of the Inheritor, Demonbane Longsword +2, Blessing of Sivanah, Surgeon, Blessing of Shax
Recharged: Gem of Physical Prowess, Whip of Centipedes,
Discard Pile: Blessing of Torag, Blessing of Angradd, Dragon's Breath, Blessing of Abraxas (loot), Dismissal,
Buried Pile: Blessing of Tsukiyo, Transmogrify (loot),

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: N/a

Turn: Turn 7 - Blessing of Torag

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

SOT: N/a

Move: Stay Cathedral of Chaos

Explore: Peryton

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

Choose not to summon Ivory Templar.

For combat check, reveal Jorgenfist Spear to do Melee+2d6+3.

Combat 14+10=24: 1d12 + 5 + 6 + 2d6 + 3 ⇒ (11) + 5 + 6 + (5, 6) + 3 = 36

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Cathedral of Chaos
Acquired: N/a
Banished: Cathedral of Chaos Card 1: Peryton
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Jorgenfist Spear, Dwarven Earthbreaker +1, Mace of Smiting, Transmogrify (loot), Treacherous Teleport, Impervious Fortress Plate, Blessing of Abraxas (loot),

Displayed:
Deck: 12 Discard: 2 Buried: 1
Current Location: Cathedral of Chaos
Hero Points: 8
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dragoon, Rhino Hide Armor, Surgeon, Blessing of Shax, Demonbane Longsword +2, Blazing Servant, Blessing of Sivanah, Blessing of the Inheritor, Blancher (loot), Belt of Physical Might
Recharged: Gem of Physical Prowess, Whip of Centipedes,
Discard Pile: Blessing of Torag, Blessing of Angradd,
Buried Pile: Blessing of Tsukiyo,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Crowe must attempt check on Rasper Dragon Riders

Rasper Dragon Riders:
Rasper Dragon Riders
WotR
Henchman 6
Type: Barrier
Traits:
Army
Dragon
Demon
Pitborn
Cleric
To Defeat:
Combat
Combat 40
OR Arcane
Perception
Survival
Ranged 20
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

Will attempt Arcane check. Bury Blessing of Tsukiyo to add 1d10+1.

Arcane 20: 1d8 + 6 + 6 + 1d10 + 1 ⇒ (5) + 6 + 6 + (5) + 1 = 23


Deck Handler

Crowe must succeed at a check for Abyssal Army.

Will banish Whip of Centipedes to Recovery do Melee+3d6. Bury Recharge Gem of Physical Prowess to add 1d10+1 and the Force trait. Will ask Mother Myrtle to discard Blessing of the Elements to bless.

Combat 40: 2d12 + 5 + 6 + 3d6 + 1d10 + 1 ⇒ (5, 12) + 5 + 6 + (4, 4, 6) + (10) + 1 = 53

Recovery:

-Whip of Centipedes: Arcane 12: 1d8 + 6 + 6 + 1d6 ⇒ (1) + 6 + 6 + (4) = 17


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: N/a

Turn: Turn 3 - Blessing of Nethys

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

SOT: N/a

Move: Stay Cathedral of Chaos

Explore: Blessing of Torag

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

Draw another Blessing from the Vault. Encounter one, banish one. Draw Blessing of Deskari. Banish Blessing of Deskari and encounter Blessing of Torag.

Do not summon Shadow Demon so difficulty increased by 5.

Strength 4+5=9: 1d12 + 5 + 6 ⇒ (5) + 5 + 6 = 16

Auto-acquire. Discard to explore again.

Explore 2: Magic Ray Fusillade

Magic Ray Fusillade:
Magic Ray Fusillade
WotR
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Summon and encounter Ivory Templar.

Ivory Templar:
Ivory Templar
WotR
Monster Henchman 3
Traits:
Human
Paladin
Check to defeat
Combat 20
Powers
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.

If undefeated, before taking damage, recharge your hand and reset it.

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

Reveal Jorgenfist Spear to do Melee+2d6+3.

Combat 20: 1d12 + 5 + 6 + 2d6 + 3 ⇒ (9) + 5 + 6 + (6, 5) + 3 = 34

Ooph! Discard Blessing of Angradd to bless check twice.

Arcane 18: 3d8 + 6 + 6 ⇒ (1, 8, 8) + 6 + 6 = 29

Defeated.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Cathedral of Chaos
Acquired: Cathedral of Chaos Card 1: Blessing of Torag
Banished: Cathedral of Chaos Card 2: Magic Ray Fusillade
Examined: N/a
Random Card(s) Used: Random Blessing 1: Blessing of Deskari
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Jorgenfist Spear, Dwarven Earthbreaker +1, Whip of Centipedes, Impervious Fortress Plate, Gem of Physical Prowess, Blessing of Tsukiyo, Blessing of Abraxas (loot),

Displayed:
Deck: 13 Discard: 2 Buried: 0
Current Location: Cathedral of Chaos
Hero Points: 8
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Inheritor, Blazing Servant, Demonbane Longsword +2, Dragoon, Surgeon, Belt of Physical Might, Blancher (loot), Mace of Smiting, Rhino Hide Armor, Blessing of Shax, Treacherous Teleport, Transmogrify (loot), Blessing of Sivanah
Recharged:
Discard Pile: Blessing of Torag, Blessing of Angradd,
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Crowe will start at the Cathedral of Chaos.

Upgrade Compass to Belt of Physical Might

Loot:
-Blancher
-Transmorgify
-Blessing of Abraxas

Crowe wrote:

Hand: Jorgenfist Spear, Dwarven Earthbreaker +1, Whip of Centipedes, Impervious Fortress Plate, Gem of Physical Prowess, Blessing of Angradd, Blessing of Abraxas (loot),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Cathedral of Chaos
Hero Points: 8
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Belt of Physical Might, Rhino Hide Armor, Blessing of the Inheritor, Mace of Smiting, Blessing of Shax, Demonbane Longsword +2, Surgeon, Transmogrify (loot), Blazing Servant, Blancher (loot), Blessing of Sivanah, Blessing of Tsukiyo, Dragoon, Treacherous Teleport
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Crowe will choose the ☑ Mythic Medal of Clarity: Knowledge: Intelligence +5


Deck Handler

Crowe will spend a Hero Point on a Power Feat: ☑ You gain the skill Arcane: Charisma +3. (☑ Add 1d6 to your check to recharge a spell.)

Scenario Reward:
Choose Spell

Magus, Ultimate Combat: 1d5 ⇒ 4 -> Treacherous Teleport

Will replace Energy Bolt with Treacherous Teleport.

Deck Upgrade Preferences:

Item 6: 1d1000 ⇒ 194 [i]Belt of Physical Might

Loot:

-Slight interest in Robes of the Rift
-Blancher
-Transmorgifty
-Scale of Sacred Weaponry
-Blessing of Abraxas


Deck Handler

Crowe must fight Treachery Demon

Treachery Demon:
Treachery Demon
WotR
Monster 5
Traits:
Outsider
Demon
Check to defeat
Combat 21
Powers
The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.

Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.

BYA Wisdom 12: 1d6 ⇒ 1

Random character; 1 Crowe, 2. Erasmus, 3 Merisiel, 4 MM: 1d4 ⇒ 3

Have two weapons and two spells with the Attack trait. So Merisiel takes 4 Combat damage.

Difficulty decrease: 1d6 ⇒ 4

For combat, reveal Blancher to do Melee+2d6+4. Erasmus's Nissa adds 1d4

Combat 21-4=17: 1d12 + 5 + 5 + 2d6 + 4 + 1d4 ⇒ (2) + 5 + 5 + (4, 1) + 4 + (2) = 23

Defeated.


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: Erasmus heals Crowe for 1. Heal Blessing of the Inheritor

Turn: Turn 17 - Blessing of Ascension

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

SOT: N/a

Move: Stay Soul Foundry

Explore: Divine Blaze

Divine Blaze:
Divine Blaze
WotR
Spell 4
Traits:
Magic
Divine
Attack
Fire
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Wisdom: 1d6 ⇒ 6

Not acquired.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Soul Foundry
Acquired: N/a
Banished: Soul Foundry Card 1: Divine Blaze
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Impervious Fortress Plate, Mace of Smiting, Blancher (loot), Rhino Hide Armor, Blazing Servant, Whip of Centipedes, Energy Bolt,

Displayed:
Deck: 6 Discard: 6 Buried: 2
Current Location: Soul Foundry
Hero Points: 8
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Inheritor, Jorgenfist Spear, Surgeon, Blessing of Abraxas (loot), Gem of Physical Prowess
Recharged:
Discard Pile: Blessing of Tsukiyo, Demonbane Longsword +2, Blessing of Sivanah, Scale of Sacred Weaponry (loot), Blessing of Angradd, Blessing of Shax,
Buried Pile: Commander's Field Plate, Dwarven Earthbreaker +1,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Crowe must summon and encounter Ravener Terendelev again.

Ravener Terendelev:
Ravener Terendelev
WOTR-6 henchman (monster)
UndeadDragonMythic
Check to defeat
Combat
30
then
Combat
35
Powers
Ravener Terendelev is immune to the Acid, Cold, Mental and Poison traits. If your check has the Divine or Fire trait, add 1d12.
Before you act, each character at your location must expend a mythic charge then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage.

While you act, characters at other locations cannot play cards or use powers.

BYA Dexterity 16: 1d6 ⇒ 3
BYA Cold damage: 1d4 ⇒ 1

Expend a Mythic Charge Reveal Rhino Hide Armor to reduce damage by 3 to 0.

For first combat, reveal Blancher to do Melee+2d6+4. Discard Blessing of the Inheritor to bless.

Combat 30: 2d12 + 5 + 5 + 2d6 + 4 ⇒ (10, 12) + 5 + 5 + (3, 6) + 4 = 45

For second combat, reveal Blancher to do Melee+2d6+4. Discard Blessing of Shax to bless twice.

Combat 35: 3d12 + 5 + 5 + 2d6 + 4 ⇒ (5, 4, 3) + 5 + 5 + (3, 1) + 4 = 30

Use Paizo product reroll on the lowest d12.

Combat 35 w/ Paizo reroll: 5 + 4 + 1d12 + 5 + 5 + 3 + 1 + 4 ⇒ 5 + 4 + (2) + 5 + 5 + 3 + 1 + 4 = 29

Expend another Hero Point to reroll.

Combat 35: 3d12 + 5 + 5 + 2d6 + 4 ⇒ (12, 6, 8) + 5 + 5 + (2, 5) + 4 = 47

Defeated. Gain a Mythic Charge. Soul Forge guarded.


Deck Handler

Crowe must guard. Summon Ravener Terendelev.

Ravener Terendelev:
Ravener Terendelev
WOTR-6 henchman (monster)
UndeadDragonMythic
Check to defeat
Combat
30
then
Combat
35
Powers
Ravener Terendelev is immune to the Acid, Cold, Mental and Poison traits. If your check has the Divine or Fire trait, add 1d12.

Before you act, each character at your location must expend a mythic charge then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage.

While you act, characters at other locations cannot play cards or use powers.

BYA Dexterity 16: 1d6 ⇒ 5
BYA Cold damage: 1d4 ⇒ 3

Expend 1 Mythic charge then reveal Rhino Hide Armor to reduce damage by 3 to 0. For first combat, reveal Blancher to do Melee+2d6+4. Bury Commander's Field Plate to add 1d12+1 and the Electricity trait.

Combat 30: 1d12 + 5 + 5 + 2d6 + 4 + 1d12 + 1 ⇒ (10) + 5 + 5 + (5, 2) + 4 + (12) + 1 = 44

For second combat, reveal Blancher to do Melee+2d6+4. Bury Dwarven Earthbreaker +1 to add 1d12+1 and the Electricity trait.[/ooc]

Combat 35: 1d12 + 5 + 5 + 2d6 + 4 + 1d12 + 1 ⇒ (2) + 5 + 5 + (5, 1) + 4 + (1) + 1 = 24

Use Hero Point to reroll.

Combat 35 w/ Hero Point reroll: 1d12 + 5 + 5 + 2d6 + 4 + 1d12 + 1 ⇒ (12) + 5 + 5 + (2, 4) + 4 + (2) + 1 = 35

Defeated (barely). Soul Forge guarded.


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: Crowe suffers 1 Mental damage. Discard Scale of Sacred Weaponry. Then take Electricity damage.

Electricity damage: 1d4 + 1 ⇒ (4) + 1 = 5

Reveal Rhino Hide Armor to reduce damage by 3 to 2. Then discard Blazing Servants and Blessing of Angradd.

Then gain 1 Mythic charge. Then Erasmus heals Crowe for 4. Heal Blazing Servants, Blessing of Shax, Blessing of Abraxas, and Whip of Centipedes.

Turn: Turn 13 - Blessing of Iomedae

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

SOT: Reveal Surgeon to Heal Blancher then recharge Surgeon.

Move: Move to Soul Foundry

Explore: Commander's Field Plate

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

Charisma 8: 1d8 + 3 + 7 ⇒ (8) + 3 + 7 = 18

Acquire.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Harvester Pit -> Soul Foundry
Acquired: N/a
Banished: Soul Foundry Card 1: Commander's Field Plate
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Dwarven Earthbreaker +1, Mace of Smiting, Blancher (loot), Rhino Hide Armor, Commander's Field Plate, Blessing of the Inheritor, Blessing of Shax,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Current Location: Soul Foundry
Hero Points: 10
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Whip of Centipedes, Impervious Fortress Plate, Blazing Servant, Blessing of Abraxas (loot), Gem of Physical Prowess, Energy Bolt, Jorgenfist Spear
Recharged: Surgeon,
Discard Pile: Blessing of Tsukiyo, Demonbane Longsword +2, Blessing of Sivanah, Scale of Sacred Weaponry (loot), Blessing of Angradd,
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: Discard Blessing of Abraxas for Erasmus

Turn: Turn 9 - Blessing of Deskari

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

SOT: N/a

Move: Stay at Harvester Pit

Explore: Toad Demon

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

Banish Energy Bolt to recovery to do Arcane+3d6+5 and add the Acid trait

Combat 28: 1d8 + 6 + 6 + 3d6 + 5 ⇒ (7) + 6 + 6 + (4, 2, 3) + 5 = 33

Defeated. Discard Blessing of Tsukiyo to explore again.

Explore 2: Upasunda

Upasunda:
Upasunda
WotR
Monster 5
Traits:
Outsider
Fiend
Monk
To Defeat:
Combat 24
The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.

BYA Arcane 14: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17

Reveal Blancher to do Melee+2d6+4

Combat 24: 1d12 + 5 + 6 + 2d6 + 4 ⇒ (3) + 5 + 6 + (5, 3) + 4 = 26

AYA Combat damage: 1d6 ⇒ 6

Defeated. Discard hand. Can't explore anymore.

End Turn: Reset hand.

Recovery:

-Energy Bolt: Arcane 12: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17

[u]Summary[/u]:
Move: Harvester Pit
Acquired: N/a
Banished: Harvester Pit Cards 1,2: Toad Demon, Upasunda
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Dwarven Earthbreaker +1, Blazing Servant, Rhino Hide Armor, Scale of Sacred Weaponry (loot), Surgeon, Blessing of the Inheritor, Blessing of Angradd,

Displayed:
Deck: 6 Discard: 7 Buried: 0
Current Location: Harvester Pit
Hero Points: 10
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Physical Prowess, Jorgenfist Spear, Mace of Smiting
Recharged: Impervious Fortress Plate, Energy Bolt,
Discard Pile: Blessing of Shax, Blessing of Abraxas (loot), Blessing of Tsukiyo, Demonbane Longsword +2, Blancher (loot), Whip of Centipedes, Blessing of Sivanah,
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: Suffer 2d4 + 1 ⇒ (1, 2) + 1 = 4 Fire damage. Recharge Impervious Fortress Plate to reduce damage to 0.

Turn: Turn 5 - Blessing of the Inheritor

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

SOT: N/a

Move: Stay at Harvester Pit

Explore: Incubus

Incubus:
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.

No other local character. For combat, reveal Demonbane Longsword +2 to do Melee+1d8+2+1d8.

Combat 15: 1d12 + 5 + 6 + 1d8 + 2 + 1d8 ⇒ (5) + 5 + 6 + (1) + 2 + (3) = 22

Defeated. Discard Blessing of Shax to explore again.

Explore 2: Horned Demon

Horned Demon:
Horned Demon
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_

BYA Wisdom 12: 1d6 ⇒ 4

Shuffle in Transmorgify into location and increase difficulty by 6. Reveal Blancher to do Melee+2d6+4 and ignore the effect that increases difficulty.

Combat 26: 1d12 + 5 + 6 + 2d6 + 4 ⇒ (9) + 5 + 6 + (4, 2) + 4 = 30

Defeated.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Harvester Pit
Acquired: N/a
Banished: Harvester Pit Cards 1,2: Incubus, Horned Demon
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Demonbane Longsword +2, Blancher (loot), Energy Bolt, Whip of Centipedes, Blessing of Sivanah, Blessing of Abraxas (loot), Blessing of Tsukiyo,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Harvester Pit
Hero Points: 10
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Physical Prowess, Dwarven Earthbreaker +1, Mace of Smiting, Blazing Servant, Jorgenfist Spear, Scale of Sacred Weaponry (loot), Rhino Hide Armor, Blessing of the Inheritor, Surgeon, Blessing of Angradd
Recharged: Impervious Fortress Plate,
Discard Pile: Blessing of Shax,
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: N/a

Turn: Turn 1 - Blessing of Ascension

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

SOT: N/a

Move: Stay at Harvester Pit

Explore: Planar Tuning Fork

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

BYA Strength 9: 1d12 + 5 + 6 ⇒ (8) + 5 + 6 = 19

Intelligence 10: 1d4 ⇒ 3

Not acquired.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Harvester Pit
Acquired: N/a
Banished: Harvester Pit Card 1: Planar Tuning Fork
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Demonbane Longsword +2, Blancher (loot), Whip of Centipedes, Energy Bolt, Transmogrify (loot), Impervious Fortress Plate, Blessing of Shax,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Harvester Pit
Hero Points: 10
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abraxas (loot), Blessing of Angradd, Gem of Physical Prowess, Dwarven Earthbreaker +1, Rhino Hide Armor, Surgeon, Mace of Smiting, Scale of Sacred Weaponry (loot), Jorgenfist Spear, Blessing of Tsukiyo, Blessing of Sivanah, Blessing of the Inheritor, Blazing Servant
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Crowe wills tart at Harvester Pit.

Upgrade Gallivance to Mace of Smiting

Loot:
-Blancher
-Transmorgify
-Scale of Sacred Weaponry
-Blessing of Shax

Crowe wrote:

Hand: Demonbane Longsword +2, Blancher (loot), Whip of Centipedes, Energy Bolt, Transmogrify (loot), Impervious Fortress Plate, Blessing of Shax,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Harvester Pit
Hero Points: 10
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scale of Sacred Weaponry (loot), Rhino Hide Armor, Mace of Smiting, Dwarven Earthbreaker +1, Blessing of Sivanah, Jorgenfist Spear, Blazing Servant, Blessing of Abraxas (loot), Gem of Physical Prowess, Surgeon, Blessing of Angradd, Blessing of the Inheritor, Blessing of Tsukiyo
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Hero Point

Crowe will spend Hero Point on Card Feat: Ally (and fill it with Legionnaire Chaplain)

Rewards

☑ Mythic Medal of Vigor: Fortitude: Constitution +5

Will choose Ally

Random Ally: 1d4 ⇒ 3 -> Dragoon

Replace Legionnaire Chaplain with Dragoon

Deck Upgrade Preferences

Weapon 6: 1d1000 ⇒ 822 Mace of Smiting


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: N/a

Turn: Turn 11 - Blessing of Deskari Using Mother Myrtle's Hour.

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

SOT: N/a

Move: Stay at Abattoir

Explore: Spellbreaker

Spellbreaker:
Spellbreaker
WotR
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic
To Acquire:
Strength
Melee
Arcane
Divine 16
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Melee 16: 1d12 + 5 + 6 ⇒ (12) + 5 + 6 = 23

Acquired.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Abattoir
Acquired: Abattoir Card 1: Spellbreaker
Banished: N/a
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Jorgenfist Spear, Soulshear (loot), Spellbreaker, Energy Bolt, Blazing Servant, Rhino Hide Armor, Blessing of the Inheritor,

Displayed:
Deck: 12 Discard: 3 Buried: 1
Current Location: Abattoir
Hero Points: 10
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Sivanah, Mace of Smiting, Blessing of Shax, Impervious Fortress Plate, Dwarven Earthbreaker +1
Recharged: Blancher (loot), Demonbane Longsword +2, Whip of Centipedes, Transmogrify (loot), Surgeon, Blessing of Angradd, Blessing of Abraxas (loot),
Discard Pile: The Carnival, Blessing of Tsukiyo, Gem of Physical Prowess,
Buried Pile: Scale of Sacred Weaponry (loot),

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: N/a

Turn: Turn 7 - Blessing of Ascension

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

SOT: N/a

Move: Move to Abattoir

Explore: Skirmishing Spear

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

Ranged 15: 1d4 ⇒ 1

Not acquired. Discard Blessing of Tsukiyo to explore again.

Explore 2: Temptation of Lucre

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

-Swarmlord's Jar - Item 3
-Boomcrown - Item 4
-Nectar of the Gods - Item 0

Banish all, then banish Temptation of Lucre

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Cavern -> Abattoir
Acquired: N/a
Banished: Abattoir Card 2, 3: Skirmishing Spear, Temptation of Lucre
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Jorgenfist Spear, Soulshear (loot), Energy Bolt, Blazing Servant, Rhino Hide Armor, Gem of Physical Prowess, Blessing of the Inheritor,

Displayed:
Deck: 12 Discard: 2 Buried: 1
Current Location: Abattoir
Hero Points: 10
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mace of Smiting, Blessing of Shax, Dwarven Earthbreaker +1, Impervious Fortress Plate, Blessing of Sivanah
Recharged: Blancher (loot), Demonbane Longsword +2, Whip of Centipedes, Transmogrify (loot), Surgeon, Blessing of Angradd, Blessing of Abraxas (loot),
Discard Pile: The Carnival, Blessing of Tsukiyo,
Buried Pile: Scale of Sacred Weaponry (loot),

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Crowe must do a BYA check. Discard The Carnival to bless check.

Wisdom 12: 2d6 ⇒ (6, 2) = 8

Combat damage: 2d4 ⇒ (4, 1) = 5

Ask Mother Myrtle to recharge Bodyguard to reduce damage by 3 then reveal Rhino Hide Armor to reduce damage by 3 to 0.


Deck Handler

Turn Order: Erasmus/Abraham Z., Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack
Out of Turn Updates: N/a

Turn: Turn 3 - Blessing of Iomedae

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

SOT: N/a

Move: Move to Cavern

Explore: Temptation of Arms

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

Draw 3 non-Basic weapons.

-Keen Scythe +2 - Weapon 5
-Heavy Pick +2 - Weapon 4
-Shocking Lance +1 - Weapon 3

Banish all the weapons then banish the barrier.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Corruption Forge -> Cavern
Acquired: N/a
Banished: Cavern Card 1: Temptation of Arms
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Jorgenfist Spear, Soulshear (loot), Blazing Servant, Rhino Hide Armor, Gem of Physical Prowess, Blessing of Tsukiyo, Blessing of the Inheritor,

Displayed:
Deck: 12 Discard: 0 Buried: 1
Current Location: Cavern
Hero Points: 10
2-6B Reroll: not used
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Impervious Fortress Plate, Energy Bolt, Dwarven Earthbreaker +1, Blessing of Sivanah, Blessing of Shax
Recharged: Blancher (loot), Demonbane Longsword +2, Whip of Centipedes, Transmogrify (loot), Surgeon, Blessing of Angradd, Blessing of Abraxas (loot),
Discard Pile:
Buried Pile: Scale of Sacred Weaponry (loot),

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Crowe will summon and encounter Servitor Demon.

Favored of Deskari:
Favored of Deskari
Henchman Monster 6
Traits:
Outsider
Vermin
Demon
Barbarian
Mythic

To Defeat:
Combat 35

The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

Recharge hand, then draw new hand with one fewer cards. Draw Jorgenfist Spear, Soulshear, Blazing Servant, Rhino Hide Armor, Gem of Physical Prowess, and Scale of Sacred Weaponry.

Reveal Jorgenfist Spear to do Melee+2d6+3. Bury Scale of Sacred Weaponry to add 1d10+1 and Force trait. Expend 1 Mythic charge. Nissa adds 1d4. Call Spirits adds 1d4.

Combat 35: 1d20 + 5 + 6 + 2d6 + 3 + 1d10 + 1 + 1d4 + 1d4 ⇒ (3) + 5 + 6 + (6, 2) + 3 + (8) + 1 + (3) + (2) = 39

Must reroll

Combat 35 w/ forced reroll: 1d20 + 5 + 6 + 2d6 + 3 + 1d10 + 1 + 1d4 + 1d4 ⇒ (15) + 5 + 6 + (5, 5) + 3 + (2) + 1 + (1) + (4) = 47

Defeated. Give Mythic charge to Erasmus. Gain 1 Mythic charge for defeating a Mythic monster.

Crowe wrote:

Hand: Jorgenfist Spear, Soulshear (loot), Blazing Servant, Rhino Hide Armor, Gem of Physical Prowess,

Displayed:
Deck: 14 Discard: 0 Buried: 1
Current Location: Corruption Forge
Hero Points: 10
2-6A Reroll: USED
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Inheritor, Blessing of Shax, Dwarven Earthbreaker +1, Blessing of Tsukiyo, Energy Bolt, Blessing of Sivanah, Impervious Fortress Plate
Recharged: Blancher (loot), Demonbane Longsword +2, Whip of Centipedes, Transmogrify (loot), Surgeon, Blessing of Angradd, Blessing of Abraxas (loot),
Discard Pile:
Buried Pile: Scale of Sacred Weaponry (loot),

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Crowe will start at the Corruption Forge with Erasmus.

Upgrade Dwarven Plate to Rhino Hide Armor

Crowe wrote:

Hand: Blancher (loot), Demonbane Longsword +2, Whip of Centipedes, Transmogrify (loot), Surgeon, Blessing of Angradd, Blessing of Abraxas (loot),

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Corruption Forge
Hero Points: 10
2-6A Reroll: USED
Mythic Charges: 6
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Physical Prowess, Impervious Fortress Plate, Soulshear (loot), Scale of Sacred Weaponry (loot), Jorgenfist Spear, Blessing of Sivanah, Blazing Servant, Blessing of the Inheritor, Blessing of Tsukiyo, Dwarven Earthbreaker +1, Energy Bolt, Blessing of Shax, Rhino Hide Armor
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +6 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 +6 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Hero Point: Crowe will spend a Hero Point on a Skill Feat: CHA +1. Total HP: 10

Reward:

-Choose Armor. Magus (1-2), Ultimate Combat (3-5): 1d5 ⇒ 3

Reflecting Buckler. Will pass.

-Champion of Mendev medal:

☑ Mythic Medal of Valor: Melee: Strength +5

Upgrade Preferences:

Armor 6: 1d1000 ⇒ 265 Rhino Hide Armor
Weapon 6: 1d1000 ⇒ 569 Mace of Smiting

Boon:

Boon!: 1d20 ⇒ 16


Deck Handler

Turn Order: Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z.
Out of Turn Updates: Mother Myrtle uses Blessing of Shax.

Turn: Turn 16 - Blessing of Ascension

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

SOT: N/a

Move: Stay at Cavern

Explore: Salamander

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

Reveal Blancher to do Melee+2d6+4.

Combat 15: 1d12 + 5 + 5 + 2d6 + 4 ⇒ (4) + 5 + 5 + (4, 2) + 4 = 24

Auto-defeat.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Cavern
Acquired: N/a
Banished: Cavern Card 1: Salamander
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Blancher (loot), Jorgenfist Spear, Whip of Centipedes, Transmogrify (loot), Scale of Sacred Weaponry (loot), Blessing of the Inheritor, Khraigorr Half-Face,

Displayed:
Deck: 6 Discard: 5 Buried: 4
Current Location: Cavern
Hero Points: 10
2-6A Reroll: USED
Mythic Charges: 5
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Demonbane Longsword +2, Gem of Physical Prowess
Recharged: Blessing of Tsukiyo, Impervious Fortress Plate, Blazing Servant, Blessing of Angradd,
Discard Pile: Blessing of Sivanah, Blessing of Abraxas (loot), Celestial Unicorn, Surgeon, Blessing of Shax,
Buried Pile: Energy Bolt, Dwarven Plate, Dwarven Earthbreaker +1, Soulshear (loot),

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +5 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +5 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Turn Order: Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z.
Out of Turn Updates: Recharge Blessing of Angradd for Mother Myrtle

Turn: Turn 14 - Blessing of Ascension

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

SOT: N/a

Move: Stay at Cavern

Explore: Flensing Walls

Flensing Walls:
Flensing Walls
WotR
Barrier 6
Traits:
Obstacle
Magic
To Defeat:
Arcane
Divine 20
OR Disable 17
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

Bury Soulshear to add 1d10+1 and Force trait. Ask Mother Myrtle to discard Blessing of Ascension to bless check.

Arcane 20: 2d8 + 5 + 5 + 1d10 + 1 ⇒ (6, 5) + 5 + 5 + (2) + 1 = 24

Defeated.

End Turn: Reset hand.

Recovery:

[u]Summary[/u]:
Move: Cavern
Acquired: N/a
Banished: Cavern Card 1: Flensing Walls
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: Mother Myrtle's Blessing of Ascension
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Blancher (loot), Jorgenfist Spear, Whip of Centipedes, Scale of Sacred Weaponry (loot), Blessing of Shax, Blessing of the Inheritor, Khraigorr Half-Face,

Displayed:
Deck: 7 Discard: 4 Buried: 4
Current Location: Cavern
Hero Points: 10
2-6A Reroll: USED
Mythic Charges: 5
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Demonbane Longsword +2, Transmogrify (loot), Gem of Physical Prowess
Recharged: Blessing of Tsukiyo, Impervious Fortress Plate, Blazing Servant, Blessing of Angradd,
Discard Pile: Blessing of Sivanah, Blessing of Abraxas (loot), Celestial Unicorn, Surgeon,
Buried Pile: Energy Bolt, Dwarven Plate, Dwarven Earthbreaker +1, Soulshear (loot),

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +5 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +5 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Turn Order: Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z.
Out of Turn Updates: N/a

Turn: Turn 10 - Blessing of the Starsong

Blessing of the Starsong:
Blessing of the Starsong
WotR
Blessing 3
Traits:
Divine
Desna
To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

SOT: N/a

Move: Stay at Cavern

Explore: Fortune's Arrow

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

Dexterity 12: 1d6 ⇒ 1

Not acquired. Discard Blessing of Abraxas to explore again.

Explore 2: Celestial Unicorn

Celestial Unicorn:
Celestial Unicorn
WotR
Ally 4
Traits:
Animal
Mount
Mythic
To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.

Khraigorr Half-Face adds 1d6.

Charisma 12: 1d8 + 2 + 5 + 1d6 ⇒ (4) + 2 + 5 + (3) = 14

Acquired. Discard to explore again.

Explore 3: Rapier of Puncturing

Rapier of Puncturing:
Rapier of Puncturing
WotR
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

Melee 12: 1d12 + 5 + 5 ⇒ (1) + 5 + 5 = 11

Not acquired. Discard Surgeon to explore again.

Explore 4: Armor of the Pious

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

Fortitude 8: 1d6 + 2 ⇒ (5) + 2 = 7

End Turn: Reset hand.

Recovery:

[u]Summary[/u]:
Move: Cavern
Acquired: Cavern Card 2: Celestial Unicorn
Banished: Cavern Card 1,3,4: Fortune's Arrow, Rapier of Puncturing, Armor of the Pious
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Soulshear (loot), Jorgenfist Spear, Blancher (loot), Whip of Centipedes, Scale of Sacred Weaponry (loot), Blessing of Angradd, Khraigorr Half-Face,

Displayed:
Deck: 8 Discard: 4 Buried: 3
Current Location: Cavern
Hero Points: 10
2-6A Reroll: USED
Mythic Charges: 5
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Shax, Demonbane Longsword +2, Gem of Physical Prowess, Transmogrify (loot), Blessing of the Inheritor
Recharged: Blessing of Tsukiyo, Impervious Fortress Plate, Blazing Servant,
Discard Pile: Blessing of Sivanah, Blessing of Abraxas (loot), Celestial Unicorn, Surgeon,
Buried Pile: Energy Bolt, Dwarven Plate, Dwarven Earthbreaker +1,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +5 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +5 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Retcon. Erasmus discards 2 cards so difficulty is increased by 2.

Will use Paizo reroll to reroll the 1d12.

Combat 23 w/ Product reroll: 1d12 + 5 + 5 + 1 + 4 + 3 ⇒ (6) + 5 + 5 + 1 + 4 + 3 = 24

Defeated.


Deck Handler

Turn Order: Merisiel/Nathan Davis, Crowe/MauveAvengr, Mother Myrtle/Bigguyinblack, Erasmus/Abraham Z.
Out of Turn Updates: Must summon and encounter Favored of Deskari

Favored of Deskari:
Favored of Deskari
Henchman Monster 6
Traits:
Outsider
Vermin
Demon
Barbarian
Mythic

To Defeat:
Combat 35

The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Soulshear to do Melee+1d10+4. Expend a Mythic charge to change 1d12 to 1d20. Khraigorr Half-Face adds 1d6.

Combat 35: 1d20 + 5 + 6 + 1d10 + 4 + 1d6 ⇒ (17) + 5 + 6 + (2) + 4 + (1) = 35

Must reroll.

Combat 35 w/ Forced reroll: 1d20 + 5 + 6 + 1d10 + 4 + 1d6 ⇒ (11) + 5 + 6 + (3) + 4 + (5) = 34

Fail by 1. Reveal Dwarven Plate to reduce Combat damage by 1 to 0.

Turn: Turn 6 - Blessing of Abraxas Using Mother Myrtle's Hour.

Blessing of Abraxas:
Blessing of AbraxasWotR
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.

SOT: N/a

Move: Stay at Cavern

Explore: Dominion Scientist

Dominion Scientist:
Dominion Scientist
WotR
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_

Bury the displayed Dwarven Plate to reduce Force damage to 0. For combat, reveal Soulshear to do Melee+1d10+4. Khraigorr Half-Face adds 1d6.

Combat 21: 1d12 + 5 + 5 + 1d10 + 4 + 1d6 ⇒ (3) + 5 + 5 + (1) + 4 + (3) = 21

End Turn: Reset hand.

Recovery:

-Blazing Servants: Arcane 14: 1d8 + 5 + 5 ⇒ (7) + 5 + 5 = 17

[u]Summary[/u]:
Move: Cavern
Acquired: N//a
Banished: Cavern Card 1: Dominion Scientist
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Crowe wrote:

Hand: Soulshear (loot), Jorgenfist Spear, Scale of Sacred Weaponry (loot), Surgeon, Blessing of Angradd, Blessing of Abraxas (loot), Khraigorr Half-Face,

Displayed:
Deck: 10 Discard: 1 Buried: 3
Current Location: Cavern
Hero Points: 10
2-5E Reroll: Not used
Mythic Charges: 5
NOTES:
Available Support: Blessings are available for use.

Other: Hi I'm Crowe! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blancher (loot), Gem of Physical Prowess, Demonbane Longsword +2, Blessing of Shax, Whip of Centipedes, Transmogrify (loot), Blessing of the Inheritor
Recharged: Blessing of Tsukiyo, Impervious Fortress Plate, Blazing Servant,
Discard Pile: Blessing of Sivanah,
Buried Pile: Energy Bolt, Dwarven Plate, Dwarven Earthbreaker +1,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4 +5 mythic charges
Melee: Strength +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +3
Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 +5 mythic charges

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons ☑ Armors
POWERS:
You may bury a card to add 1d10 (☑ +1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card (☐ or shuffle it into your deck) instead.
When you defeat a monster (☐ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.
☑ You gain the skill Arcane: Charisma +3. (☐ Add 1d6 to your check to recharge a spell.)
☑ When you defeat a non-summoned henchman or villain, you may draw a random spell that has the Arcane and Attack traits from the box.
☐ You may discard a boon that does not have the Attack trait to recharge a card from your discard pile that has the Attack trait (☐ and draw a card).

Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more changes. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Knights of Kenabres

Spoiler:
You may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checks: Strength, Wisdom, Charisma,


Deck Handler

Bit of retcon. No Knights of Kenebres. Will instead bury Dwarven Earthbreaker +1 to add 1d10+1.

Combat 40: 3 + 5 + 6 + 2 + 4 + 7 + 5 + 4 + 1d10 + 1 ⇒ 3 + 5 + 6 + 2 + 4 + 7 + 5 + 4 + (7) + 1 = 44

Defeated!


Deck Handler

Crowe must summon Fiendish Tree.

Fiendish Tree:

WotR
Henchman 0
Type: Monster
Traits:
Plant
Demon
Veteran
Check to defeat
Combat 13
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.

Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Dwarven Plate reduces BYA Ranged Combat damage by 1 to 0. For combat, reveal Soulshear to do Melee+1d10+4. Khraigorr Half-Face adds 1d6.

Combat 13+6+6=25: 1d12 + 5 + 6 + 1d10 + 4 + 1d6 ⇒ (7) + 5 + 6 + (10) + 4 + (1) = 33

Defeated. Reveal Dwarven Plate to reduce AYA Ranged Combat damage by 1 to 0.

Now Crowe must defeat Abyssal Army

Abyssal Army:
Abyssal Army
WotR
Henchman 6
Type: Barrier
Traits:
Army
Skirmish
Demon
Undead
Mythic
To Defeat:
Combat
Combat 40
OR Arcane
Knowledge
Divine
Acrobatics 23
The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.

Will take one of the Combat checks. Reveal Soulshear to do Melee+1d10+4. Banish Blazing Servants and recharge Impervious Fortress Plate to Recovery to add 1d8+5. Khraigorr Half-Face adds 1d6. Knights of Kenebres adds 1d6.

Combat 40: 1d12 + 5 + 6 + 1d10 + 4 + 1d8 + 5 + 1d6 + 1d6 ⇒ (3) + 5 + 6 + (2) + 4 + (7) + 5 + (4) + (4) = 40

Defeated!