[ACG] Season of the Runelords by Maelwys (Inactive)

Game Master Maelwys0

Party Tracking Sheet


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Nok-Nok's Deckhandler | Party

Demon Queen's Favor: 1d4 ⇒ 1 Nok-Nok takes 1 mental damage, recharging Belt of Strength per character power then drawing Blessing of Quartermaster as a reward for "soaking it"

Nok-Nok, Head Drum wrote:

Hand: Stormrune Knife, Dagger of Doubling, Venomous Dagger +2, Chaos Stone, Tears of Death, Forensic Physician, Blessing of the Quartermaster 1, Blessing of Lamashtu,

Displayed:
Deck: 10 Discard: 6 Buried: 0
Hero Points: 6
Box Reroll Used: N
NOTES:
Available Support: Use Blessings as needed!
Movement: Move step - skip to heal 1!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Savored Sting, Mighty Steed, Razorglass Knife, Burglar's Buckler, Adamantine Sai +2, Blessing of Abadar, Galvanic Chakram +1, Blessing of Irori
Recharged: Old Salt, Belt of Strength,
Discard Pile: Blessing of the Gods, Boots of Alacrity, Wayfarer, Blessing of Kofusachi, Kupmuk, Blessing of the Demon Queen,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
On your check against a monster (■ or a barrier), add 1 plus the number of barriers (☐ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item (■ or on your check that is not a check to acquire or defeat), add (■ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 (□ 4) cards you would discard as damage. (■ If you do, you may then draw a card.)
■ When you would fail a check against a bane, you may add 1d8 (□ 1d12). If you do, after the encounter, you suffer 1d4+1 Combat damage.
□ When another local character fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.



Party | Oracle - Tier 1.3

Turn 4 under the Blessing of Sarenrae...

Sensing Grazzle's friends in pain, Grazzle sends out healing energy. (Discard the top six (6) cards of the deck to allow the party to heal up to thirteen (13) damage. Since at least one was Divine, Grazzle recharges two random cards.)

Grazzle decides to go to the Treacherous Cave, where Grazzle opens the Emerald Codex and lets Divine Knowledge flow into Grazzle; Grazzle's mind fills with the power of Dominate, Augury, and Major Cure.

Then, Grazzle opens Grazzle's eye and casts Scrying to See what is ahead, hoping to find monsters. Grazzle Sees a Cape of Escape, one of the Warden of Thunder, and a Scarlet Walker ahead. Reshaping fate, Grazzle loses track of the cape to move the Walker far away, and ensure the Warden remains close by. Card #2 becomes the top card, Card #3 becomes the bottom card, the rest of the Treacherous Cave is shuffled.

Grazzle engages the Warden of Thunder, but is unable to avoid its lightning aura, taking Electricity Damage: 1d4 ⇒ 2 damage. It's absorbed by Grazzle's Lifecollar Coat, though that will need to be repaired before it can be used again. Grazzle then summons forth a Holy Javelin, augmented with the power of the Blessing of Pharasma, to smite the foe. Check to Defeat - Combat 23: 1d8 + 2d12 + 3d8 + 7 ⇒ (3) + (11, 12) + (3, 1, 7) + 7 = 44 (Charisma die + Holy Javelin + Blessing + Divine skill). Success; defeated.

With the warden slain, Grazzle asks for the guidance of The Lizard Gods to seal and secure the Treacherous Cave against enemies. Check to Close - Survival 7: 1d10 + 1d10 + 3 ⇒ (2) + (5) + 3 = 10 (Wisdom die + Blessing of the Spellbound + Survival skill). Success; closed.

Grazzle smiles, but then is struck with a vision - the Killing Blade, slipping into the cave, without anyone knowing. But now Grazzle has seen... and the Treacherous Cave now houses our quarry.

With that knowledge, and being unprepared to fight, Grazzle casts the Major Cure Grazzle learned from the emerald codex, healing Grazzle as that power fades away. Healing: 1d4 + 2 ⇒ (3) + 2 = 5

Recovery: Scrying automatically recharges and shuffles into Grazzle's deck.
Holy Javelin automatically recharges and shuffles into Grazzle's deck.

Grazzle wrote:

Hand: Blessing of the Seventh Veil, Blessing of the Spellbound 2, Phoenix Cloak, Blessing of Pharasma, Blessing of Sivanah, Holy Javelin, Major Cure 1,

Displayed:
Deck: 11 Discard: 1 Buried: 4
Notes: Blessings available, use as needed. 3 HP. BOX RE-REROLL AVAILABLE.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X] +1 [X] +2 [X] +3 [X] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] and you may shuffle it into your deck instead.)
At the start of your turn, you may discard any number of cards from the top of your deck. ([X] If any of those cards have the Divine trait, you may recharge a random card ([X] or 2 random cards) from your discard pile.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 ([ ] 4) to your check that invokes the Attack trait.
[X] You may recharge a card that has the Divine trait to examine the top card ([X] or top 2 cards) of a location deck at any occupied location ([ ] and during this examination, you may ignore any powers on the examined card.)
[ ] When you would bury or discard an armor for its power, you may recharge it instead.
[ ] When you would discard or bury a card to examine a location deck, you may recharge it instead.

Upkeep:
Random spells 1-3 acquired via Emerald Codex.
Treacherous Cave card #2 defeated and banished.
Treacherous Cave would be closed, but the villain is there. All cards but #7 are banished.


Nok-Nok's Deckhandler | Party

Nok-Nok wakes up from long sleep, bleary eyed...he has grown long scraggly beard. Peering around he tries to remember what it was that he was doing when he feels a cool healing wind roll through.

Nok-Nok, Head Drum is healed for 3: (Kupmuk, Blessing of Kofusachi, Wayfarer). Deck shuffled.

--------

Turn 5, Blessing of Gozreh

Nok-Nok thinks he not wise like friends so opts to not delve deeper at Gluttony...instead he heads off for Deeper Dungeon.

Where he finds nice man with strangely pointed teeth. But Nok-Nok also have pointed teeth so he seems like a nice man. Until he tries to bite Nok-Nok.

Skulking Vampire-Wisdom 16: 1d4 + 1d4 + 4 + 3 ⇒ (2) + (2) + 4 + 3 = 11 Check is 4 harder.

Reveal and recharge stormrune knife for knife combat, revealing 3 weapons. Discard Lamashtu for a die. Discard Chaos Stone for assistance. Site adds 3.

Skulking Vampire-CtD: 27: 2d8 + 3 + 1d4 + 2 + 3d4 + 3 + 1d4 ⇒ (3, 3) + 3 + (3) + 2 + (2, 3, 2) + 3 + (1) = 25

Chaos Stone: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (3) + (3) + (3) + (3) = 12

Hrm, apparently I'm adding 3 and taking 3. 25+3 = 28! Success!. 3 force damage to me - 2 as recharge (Tears of Death and Venomous Dagger) and discard BotQuartermaster for last point. Draw a card for power - Burglar's Buckler

Nok-Nok snaps to as the Vampire sinks it's teeth into him, lashing out with all the tools at his disposal, doing as much damage to himself as to the vamp. But he walks away and the Vampire isn't that lucky.

He takes a moment to patch himself up with lore learned from Forensic Physician. Reveal Physician to heal, than discard him.

Physician Heal: 1d4 + 1 ⇒ (1) + 1 = 2 Nok-Nok, Head Drum is healed for 2: (Blessing of the Quartermaster 1, Blessing of the Demon Queen). Deck shuffled.

Nok-Nok, Head Drum wrote:

Hand: Dagger of Doubling, Stormrune Knife, Burglar's Buckler, Belt of Strength, Mighty Steed, Kupmuk, Blessing of Abadar,

Displayed:
Deck: 12 Discard: 5 Buried: 0
Hero Points: 6
Box Reroll Used: N
NOTES:
Available Support: Use Blessings as needed!
Movement: Move step - skip to heal 1!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Adamantine Sai +2, Blessing of the Quartermaster 1, Wayfarer, Razorglass Knife, Venomous Dagger +2, Blessing of the Savored Sting, Galvanic Chakram +1, Blessing of the Demon Queen, Blessing of Irori, Blessing of Kofusachi, Old Salt, Tears of Death
Recharged:
Discard Pile: Blessing of the Gods, Boots of Alacrity, Blessing of Lamashtu, Chaos Stone, Forensic Physician,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
On your check against a monster (■ or a barrier), add 1 plus the number of barriers (☐ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item (■ or on your check that is not a check to acquire or defeat), add (■ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 (□ 4) cards you would discard as damage. (■ If you do, you may then draw a card.)
■ When you would fail a check against a bane, you may add 1d8 (□ 1d12). If you do, after the encounter, you suffer 1d4+1 Combat damage.
□ When another local character fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.


Update: Defeated card 1 at Deeper Dungeon!!


OFFTURN, Aric is healed for 5: (Secret Broker, Blessing of Zon-Kuthon, Blessing of Maat, Shadowless Sword 1, Dreamstalker). Deck shuffled. Praise the Lizard Gawds!

Turn 6, under Blessing of Calistria...

Aric's friends abandon him at the Crypts of Gluttony, but that's okay. It just means there's more for him and The Red Raven. Anticipating completing the feast alone, TRR swaps his Red Leathers for the Striking Wing Scimitar to fly away afterwards!

Peering around to see if there is anyone to get in the way of their gorging, TRR spots a [ooc]Card 1: Warden of Runes. Armed with this intel, TRR lurks, ignoring the obvious opportunity to attack skip regular explore and waits for it to pass Blessing of the Spy before attacking at a vulnerable moment! The creature courses with Electricity, but TRR ignores it as it is ground out by his armor, moving in to strike!

Warden of Runes CtD Combat 23: 2d10 + 7 + 1d6 + 4 ⇒ (10, 2) + 7 + (1) + 4 = 24 Success!

Slaying the warden has soured The Raven's stomach enough to want to leave. He dons the Quick-Change Mask to secure the area.

Crypts of Gluttony CtC Wis 12: 2d10 + 6 ⇒ (4, 10) + 6 = 20 Success!

Closing off the crypt, TRR feels a brief wave of nausea as its influence passes, and then another wave as his gluttony catches up with him and he empties his stomach at the crypt's threshold.

Feeling strangely improved from the purge, The Raven pulls the Striking Wing Scimitar and flicks wrist towards the Warrens to begin closing the next on the three villains. Pulling the Crystal Ball forth, the Crimson Crusader divines the way ahead, spying


Card 1: Elven Sharpshooter
Card 2: Shadow
Card 3: Monkey

The Raven knows his strengths, and skulks into the shadows to allow Aric to use his, allowing Appleslayer to lead the way.

Elven Sharpshooter CtA Dip 12: 1d10 + 7 ⇒ (3) + 7 = 10 Failure!

Aric is doing well as usual, charming the sharpshooter, but then tries to get fancy and spout an Elven proverb of wisdom and the archer's face wrinkles up at Aric's horrible pronunciation.

Alas, Aric pauses to review his Elvish pronunciation guide before moving on.

Aric wrote:

Hand: Corrosive Backsword +4, Shadowless Sword 2, Skyplate Armor, Psychometrist, Shadowless Sword 1, Fortune Teller, Blessing of Maat,

Displayed:
Kit: Red Leathers, Sawtooth Sabre +2, Elyana,
Deck: 12 Discard: 3 Buried: 0
NOTES:
Available Support: Blessing of Maat
Other: Box reroll for 2-6E is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Crypts of Gluttony Card 1 BANISHED.
Crypts of Gluttony CLOSED.
Warrens Card 1 BANISHED.
Warrens Card 2 KNOWN.
Warrens Card 3 KNOWN.


Off-turn, Myrtle is healed for 5: (Blessing of Nethys, Blessing of the Elements, Restoration (Core), Death's Touch, Lab Accident). Deck shuffled.

Turn 7, under the Blessing of Abadar

Free Exploration - Death Zone #1: Invasion Plans
Banish Potion of Focus to add Craft
Check to Defeat - Survival 13: 1d12 + 6 + 1d12 + 6 ⇒ (8) + 6 + (11) + 6 = 31 - Defeated
Examine Death Zone #2: Blessing of Lamashtu, Death Zone #3: Warden of Runes, Death Zone #4: Icy Ledge. Return them in the same order.

Myrtle explores the aptly named "Death Zone", coming across a stack of paperwork. As she looks through it, she finds that it's the enemies plans for the area. The recognizes that it points to exactly where the Warden of the area is hiding right now, and pauses to check her gear and make sure that she's ready to face him.

End of turn.
Check to Recovery: Potion of Focus - Knowledge 7: 1d12 + 6 ⇒ (7) + 6 = 13 - Reshuffled
Discard Amulet and draw 2 to reset my hand.

Mother Myrtle, Reanimator wrote:

Hand: Stone Axe +1, Eruption, Hide Armor of Fire Resistance, Parade Armor, Liquid Persuasion, Staff of Hungry Shadows, Shadowcat,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Combat: Recharge Shadowcat to add +1d12+6
Other: Default Download order: Shadowcat, Restoration, Potion of Heroism, Potion of Focus

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Elements, Lab Accident, Moose, Blessing of the Elements 2, Restoration (Core), Stained Glass Elemental, Anesthetizing Slime, Tears of Death, Blessing of Nethys, Potion of Focus, Bottled Lightning (Core), Potion of Heroism, Cloud Puff, Clockwork Dragonling, Death's Touch
Recharged:
Discard Pile: Amulet of Fiery Fists,
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ( +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ( 5) plus the card's level. If you succeed, recharge it ( or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
When a character at your location defeats a monster, you may draw an ally ( or a spell or an item) from your discard pile ( or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.


During This Adventure:

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
To win the scenario, defeat any villain while all three villains are in the same location deck.

Scenario Level (#): 6

Turn: 8, Grazzle/MidnightLich

Random Cards:

Monsters
Spoiler:
Shadow
RotR
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Spoiler:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Spoiler:
Warden of Wind
RotR
Monster 6
Traits:
Giant
To Defeat:
Combat 22
Damage dealt by the Warden of Wind is dealt to each character at this location.

Spoiler:
Grazuul
RotR
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Spoiler:
Warden of Wind
RotR
Monster 6
Traits:
Giant
To Defeat:
Combat 22
Damage dealt by the Warden of Wind is dealt to each character at this location.

Barriers
Spoiler:
Avalanche
RotR
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 16
When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

Spoiler:
Avalanche
RotR
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 16
When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

Spoiler:
Pit Trap
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Spoiler:
Reduction Field
RotR
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Spoiler:
Trapped Spellbook
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Weapons
Spoiler:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Spoiler:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Spoiler:
Force Sling +3
RotR
Weapon 6
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.

Spoiler:
Runechill Hatchet +2
RotR
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Frost Longbow +1
RotR
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

Spells
Spoiler:
Raise Dead
RotR
Spell 5
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Frost Ray
RotR
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Dominate
RotR
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Sign of Wrath
RotR
Spell 6
Traits:
Arcane
Attack
Divine
Force
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Spoiler:
Haste
RotR
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Armors
Spoiler:
Breastplate of Fire Resistance
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Studded Leather Armor
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Fortress Shield
RotR
Armor 6
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 9
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Full Plate
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Entropy Shield
RotR
Armor 6
Traits:
Arcane
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Bury this card to defeat a barrier with the Lock trait.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Potion of Ghostly Form
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Spoiler:
Boots of Teleportation
RotR
Item 6
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 9
Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

Spoiler:
Ring of Energy Resistance
RotR
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

Spoiler:
Wand of Shield
RotR
Item 1
Traits:
Arcane
Magic
Wand
To Acquire:
Intelligence
Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Wand of Treasure Finding
RotR
Item 5
Traits:
Arcane
Magic
Wand
To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Allies
Spoiler:
Gyukak
RotR
Ally 6
Traits:
Giant
Outsider
Oni
To Acquire:
Charisma
Diplomacy 14
Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations.

Spoiler:
Ven Vinder
RotR
Ally 1
Traits:
Human
Shopkeeper
To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.

Spoiler:
Saber-Toothed Tiger
RotR
Ally C
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.

Spoiler:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.

Spoiler:
Ayruzi
RotR
Ally 6
Traits:
Angel
Outsider
To Acquire:
Charisma
Diplomacy 14
Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
Discard this card to add 1 die to a check, or to explore your location.
Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you by 4.

Blessings
Spoiler:
Blessing of Shelyn
RotR
Blessing C
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
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.

Spoiler:
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Spoiler:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Current Hour:

Blessing of Shelyn:
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 1 NokNok/rhynndavrie
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 2 Aric/sirrogue:
Spoiler:
Hourglass Card 2 Aric/sirrogue
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 3 MotherMyrtle/Maelwys
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 4 Grazzle/MidnightLich
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 5 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 5 NokNok/rhynndavrie
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 6 Aric/sirrogue:
Spoiler:
Hourglass Card 6 Aric/sirrogue
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 7 MotherMyrtle/Maelwys
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 8 Grazzle/MidnightLich
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 9 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 9 NokNok/rhynndavrie
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 10 Aric/sirrogue:
Spoiler:
Hourglass Card 10 Aric/sirrogue
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 11 MotherMyrtle/Maelwys
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 12 Grazzle/MidnightLich
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 13 NokNok/rhynndavrie
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 14 Aric/sirrogue:
Spoiler:
Hourglass Card 14 Aric/sirrogue
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 15 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 15 MotherMyrtle/Maelwys
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 16 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 16 Grazzle/MidnightLich
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 17 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 17 NokNok/rhynndavrie
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 18 Aric/sirrogue:
Spoiler:
Hourglass Card 18 Aric/sirrogue
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 19 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 19 MotherMyrtle/Maelwys
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 20 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 20 Grazzle/MidnightLich
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 21 NokNok/rhynndavrie
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 22 Aric/sirrogue:
Spoiler:
Hourglass Card 22 Aric/sirrogue
Blessing of Gorum
RotR
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
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.

Location #1: Death Zone
At This Location: On checks, treat all die rolls of 1 or 2 as 0.
When Closing: Succeed at a Wisdom or Survival 10 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: MotherMyrtle/Maelwys, None

Death Zone Card 1 (Blessing of Lamashtu):
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Death Zone Card 2 (Warden of Runes):
Warden of Runes
RotR
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23
The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.
Death Zone Card 3 (Icy Ledge):
Icy Ledge
RotR
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Disable 14
OR Wisdom
Survival 16
If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
Death Zone Card 4:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Death Zone Card 5:
Cryptic Message
RotR
Barrier 3
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If defeated, you may examine the top 2 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
Death Zone Card 6:
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Death Zone Card 7:
Ogrekin
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
Death Zone Card 8:
Sneak
RotR
Monster C
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Death Zone Card 9:
Poog of Zarongel
RotR
Ally P
Traits:
Cleric
Goblin
To Acquire:
Charisma
Diplomacy
Divine 7
Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song

Death Zone Card 10:
Blessing of Erastil
RotR
Blessing C
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Location #2: Mountain Peak
Closed
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Ravenous Crypts of Gluttony
Closed
When Permanently Closed: While you are here, your hand size is increased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: NokNok/rhynndavrie, None

Deeper Dungeons Card 1:
Stampeding Aurochs
RotR
Barrier 6
Traits:
Animal
Skirmish
To Defeat:
Dexterity
Stealth 16
If undefeated, each character attempts a Dexterity or Acrobatics 13 check. Characters who succeed are dealt 2 Combat damage; characters who fail are dealt 1d6+1 Combat damage.
Deeper Dungeons Card 2:
Necromantic Deathtrap
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
Deeper Dungeons Card 3:
Blizzard
RotR
Spell 5
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Deeper Dungeons Card 4:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Deeper Dungeons Card 5:
Muck Graul
RotR
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
Deeper Dungeons Card 6:
Hag
RotR
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
Deeper Dungeons Card 7:
Headband of Epic Intelligence
RotR
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence 7
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Deeper Dungeons Card 8:
Enchanter
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Deeper Dungeons Card 9:
Sharpening Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.
Deeper Dungeons Card 10:
Heavy Crossbow
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Location #5: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Grazzle/MidnightLich, None
Treacherous Cave Card 1:
Warhammer +1
RotR
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Treacherous Cave Card 2:
Explosive Runes
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Treacherous Cave Card 3:
Breastplate of Fire Resistance
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Treacherous Cave Card 4:
Returning Throwing Axe +1
RotR
Weapon B
Traits:
Axe
Magic
Ranged
Slashing
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
Treacherous Cave Card 5:
Warden of Runes
RotR
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23
The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.
Treacherous Cave Card 6:
Cape of Escape
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Treacherous Cave Card 7:
Deathbane Shield
RotR
Armor 2
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Treacherous Cave Card 8:
Killing Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.
Treacherous Cave Card 9:
Belt of Giant Strength
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Treacherous Cave Card 10 (Scarlet Walker):
Scarlet Walker
RotR
Monster 6
Traits:
Outsider
To Defeat:
Combat 20
The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Aric/sirrogue, None
Warrens Card 1 (Shadow):
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Warrens Card 2 (Monkey):
Monkey
RotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Warrens Card 3:
Potion of Energy Resistance
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Warrens Card 4:
Shortspear +3
RotR
Weapon 4
Traits:
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Warrens Card 5:
Find Traps
RotR
Spell B
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Warrens Card 6:
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Warrens Card 7:
Dogslicer +1
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Warrens Card 8:
Blessing of Nethys
RotR
Blessing 6
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.
Warrens Card 9:
Vicious Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.
Warrens Card 10:
Elder Water Elemental
RotR
Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.


Party | Oracle - Tier 1.3

Turn 8 under the Blessing of Shelyn...

Grazzle remembers a past that did not exist, then a future that never will, before turning Grazzle's eye to the present that is. Grazzle begins by healing Grazzle's party, discarding the top four (4) cards of Grazzle's deck to let the party heal up to nine (9) cards. Since at least one of those discarded cards was Divine, Grazzle recharges two (2) cards.

Once that is done, Grazzle explores the Treacherous Cave, finding a Warhammer +1 leaning against the stone. Grazzle has no use for it, nor any wish to carry it, so Grazzle leaves it behind.

Discarding a Blessing of Pharasma to explore, Grazzle walks deeper into the cave. Grazzle is focused on Seeing into the unknowable future, and misses the Explosive Runes carved into the floor. Discard the top card of Grazzle's deck - Staff of Dark Flame. Fire damage: 2d4 ⇒ (2, 2) = 4 The fire erupts, damaging Grazzle's staff, but the Phoenix Cloak protects Grazzle from harm.

Frustrated, Grazzle stops and peers into Grazzle's future, recharging a Divine card to examine the top two cards. Someone is clearly using this cave to protect their treasure, as there is a Breastplate of Fire Resistance and a Returning Throwing Axe +1 hidden nearby.

Grazzle decides to rest, but not before casting Major Cure on Grazzle's own wounds. Healing: 1d4 + 2 ⇒ (3) + 2 = 5.

Recovery: Major Cure is automatically recharged and shuffled into Grazzle's deck.

Grazzle wrote:

Hand: Holy Javelin, Blessing of the Spellbound 2, Blessing of Sivanah, Blessing of the Seventh Veil, Volcanic Storm, Heat Metal, Death's Touch,

Displayed:
Deck: 12 Discard: 0 Buried: 4
Notes: Blessings available, use as needed. 3 HP. BOX RE-REROLL AVAILABLE.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X] +1 [X] +2 [X] +3 [X] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] and you may shuffle it into your deck instead.)
At the start of your turn, you may discard any number of cards from the top of your deck. ([X] If any of those cards have the Divine trait, you may recharge a random card ([X] or 2 random cards) from your discard pile.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 ([ ] 4) to your check that invokes the Attack trait.
[X] You may recharge a card that has the Divine trait to examine the top card ([X] or top 2 cards) of a location deck at any occupied location ([ ] and during this examination, you may ignore any powers on the examined card.)
[ ] When you would bury or discard an armor for its power, you may recharge it instead.
[ ] When you would discard or bury a card to examine a location deck, you may recharge it instead.

Upkeep: Party can heal up to nine (9) cards.
Treacherous Cave card #1 is banished (unacquired).
Treacherous Cave card #2 is banished (undefeated).
Treacherous Cave cards #3-4 are known.


Nok-Nok's Deckhandler | Party

Off turn, Nok-Nok, Head Drum has all cards in His discard pile healed: (Blessing of the Gods, Boots of Alacrity, Blessing of Lamashtu, Chaos Stone, Forensic Physician). Deck shuffled.

-----------

Turn 9, Blessing of Irori

Nok-Nok takes turn in Deeper Dungeons when he suddenly hears thunder approaching. Nok-Nok pretty sure this isn't something normal, thunder usually doesn't move so much as just boom out...and why is it getting so dusty in here.

2 dice from Blessing of Abadar, Nok-Nok adds 3 due to barriers at location.

Stampeding Aurochs-CtD: Stealth 16: 1d8 + 6 + 2d8 + 3 ⇒ (1) + 6 + (6, 4) + 3 = 20 Success, take 2 combat damage (recharging Mighty Steed and Belt of Strength), drawing Tears of Death. Banished.

Nok-Nok realizes at last possible second that it's a stampede and ducks over to the side. Despite hiding as best he knows how, he still is tossed about, but when they finally pass, he finds that they have knocked his poison out of his sack that he thought he had lost.

Discard Kupmuk to explore.

Nok-Nok is about to explore on, when he hears a high pitched whine coming from a nearby chest. Nok-Nok peers at it and sorts out that it has a Necromantic Deathtrap on it.

Reveal Burglar's Buckler to add a die, Nok-Nok power adds 3.

Necromantic Deathtrap-CtD: Disable 14: 2d10 + 2 + 3 ⇒ (6, 4) + 2 + 3 = 15 Success, banished.

Nok-Nok, pulls out Burglar Buckler and sets to work, cheerfully whistling a tune, imagining the riches he might find inside. In sort order, Nok-Nok pops the top and looks inside. He is horribly disappointed that it's empty.

Sulking a bit, Nok-Nok takes a moment to reset his gear before moving on.

Nok-Nok, Head Drum wrote:

Hand: Dagger of Doubling, Stormrune Knife, Burglar's Buckler, Tears of Death, Forensic Physician, Blessing of the Demon Queen, Blessing of Irori,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Hero Points: 6
Box Reroll Used: N
NOTES:
Available Support: Use Blessings as needed!
Movement: Move step - skip to heal 1!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Razorglass Knife, Boots of Alacrity, Venomous Dagger +2, Blessing of the Gods, Old Salt, Galvanic Chakram +1, Blessing of the Savored Sting, Blessing of Kofusachi, Blessing of the Quartermaster 1, Blessing of Lamashtu, Adamantine Sai +2, Wayfarer, Chaos Stone
Recharged: Mighty Steed, Belt of Strength,
Discard Pile: Blessing of Abadar, Kupmuk,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
On your check against a monster (■ or a barrier), add 1 plus the number of barriers (☐ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item (■ or on your check that is not a check to acquire or defeat), add (■ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 (□ 4) cards you would discard as damage. (■ If you do, you may then draw a card.)
■ When you would fail a check against a bane, you may add 1d8 (□ 1d12). If you do, after the encounter, you suffer 1d4+1 Combat damage.
□ When another local character fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.


Update: Defeated cards 1 and 2 at Deeper Dungeons.


Turn 10, under Blessing of Iomedae...

Before doing anything, Aric stashes his one-too-many Shadowless Sword and summons Elyana to join him. Consulting the Fortune Teller, he guesses there's a monster at the mouth of the Warrens, already knowing that he's right, but in a bold move, uses his surprise to hurl his other Shadowless Sword over the monster to distract it while he sneaks by! [ooc]Discard a card to evade a bane Aric encounters so it doesn't summon more and send them to all the locations.[ooc]

Free to wander, Aric randomly selects a direction and strikes out down the path to find a random card: 1d10 ⇒ 4 [ooc]Card 4: Shortspear +3. While of fine make, Aric has no interest in it, and asks Elyana to show him down another path. She scouts a random card: 1d10 ⇒ 5 scroll of Card 5: Find Traps. Deciding The Red Raven would be better suited to picking that up, Aric hangs back.

Find Traps CtA Skill 10: 1d8 + 2 ⇒ (7) + 2 = 9 Success!

The Raven secures the scroll in his belt then stops to rest.

Aric wrote:

Hand: Corrosive Backsword +4, Find Traps, Skyplate Armor, Psychometrist, Secret Broker, Fortune Teller, Blessing of Maat,

Displayed:
Kit: Red Leathers, Sawtooth Sabre +2, Shadowless Sword 2,
Deck: 11 Discard: 5 Buried: 0
NOTES:
Available Support: Blessing of Maat
Other: Box reroll for 2-6E is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Warren Card 1 KNOWN, shuffled in.
Warren Card 4 BANISHED.
Warren Card 5 ACQUIRED.


Turn 11, under the Blessing of Torag

Free Exploration - Death Zone #1: Blessing of Lamashtu
Check to Acquire - Arcane 5: 1d12 + 4 + 1d4 ⇒ (7) + 4 + (2) = 13 - Drop the 2, still Acquired.

Discard Blessing of Lamashtu to explore - Death Zone #2: Warden of Runes
BYA - Fortitude 14: 1d8 + 1 ⇒ (3) + 1 = 4 - Failed, display Parade Armor to reduce damage by 3.
Reveal Stone Axe +1 for combat (using Wisdom/Survival). Banish Liquid Persuasion to add Craft to a Wisdom check
Check to Defeat - Combat 23: 1d12 + 6 + 1d6 + 1 + 1d12 + 6 ⇒ (6) + 6 + (1) + 1 + (7) + 6 = 27 - Drop the 1, still Defeated.
Defeated a monster, download Potion of Focus from deck.
Attempt to close, banish Potion of Focus to add Craft.
Check to Close - Survival 10: 1d12 + 6 + 1d12 + 6 ⇒ (7) + 6 + (12) + 6 = 31 - Success, location closed. No Villains located.

End of turn, banish Parade Armor.
Check to Recover: Liquid Persuasion - Knowledge 8: 1d8 + 5 ⇒ (6) + 5 = 11 - Reshuffled
Check to Recover: Potion of Focus - Knowledge 7: 1d8 + 5 ⇒ (4) + 5 = 9 - Reshuffled
Check to Recover: Parade Armor - Craft 9: 1d12 + 6 ⇒ (12) + 6 = 18 - Recharged
Draw 2 to reset my hand.

Mother Myrtle, Reanimator wrote:

Hand: Stone Axe +1, Eruption, Hide Armor of Fire Resistance, Staff of Hungry Shadows, Shadowcat, Blessing of the Elements 2, Blessing of the Elements,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Combat: Recharge Shadowcat to add +1d12+6
Other: Default Download order: Shadowcat, Restoration, Potion of Heroism, Potion of Focus

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Potion of Heroism, Anesthetizing Slime, Stained Glass Elemental, Blessing of Nethys, Cloud Puff, Tears of Death, Lab Accident, Death's Touch, Clockwork Dragonling, Liquid Persuasion, Restoration (Core), Bottled Lightning (Core), Potion of Focus, Moose
Recharged: Parade Armor,
Discard Pile: Amulet of Fiery Fists, Blessing of Lamashtu,
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ( +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ( 5) plus the card's level. If you succeed, recharge it ( or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
When a character at your location defeats a monster, you may draw an ally ( or a spell or an item) from your discard pile ( or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.


During This Adventure:

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
To win the scenario, defeat any villain while all three villains are in the same location deck.

Scenario Level (#): 6

Turn: 12, Grazzle/MidnightLich

Random Cards:

Monsters
Spoiler:
Succubus
RotR
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

Spoiler:
Roc
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.

Spoiler:
Scout
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Spoiler:
Scarlet Walker
RotR
Monster 6
Traits:
Outsider
To Defeat:
Combat 20
The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

Spoiler:
Ogre
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Barriers
Spoiler:
Crushing Door
RotR
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Spoiler:
Door Spike
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Spoiler:
Crushing Door
RotR
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Spoiler:
Cryptic Message
RotR
Barrier 3
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If defeated, you may examine the top 2 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Spoiler:
Locked Stone Door
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Weapons
Spoiler:
Greatsword
RotR
Weapon C
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Shortspear +3
RotR
Weapon 4
Traits:
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Spoiler:
Dancing Scimitar +2
RotR
Weapon 5
Traits:
Finesse
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

Spoiler:
Flaming Ranseur +3
RotR
Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Spoiler:
Flaming Mace +1
RotR
Weapon B
Traits:
Mace
Magic
Melee
Bludgenoning
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.

Spells
Spoiler:
Detect Evil
RotR
Spell B
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Fiery Weapon
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Augury
RotR
Spell C
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Frost Ray
RotR
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Mass Cure
RotR
Spell 4
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Armors
Spoiler:
Adamantine Plate Armor
RotR
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 14
Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Full Plate
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Studded Leather Armor
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Fortress Shield
RotR
Armor 6
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 9
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Wand of Scorching Ray
RotR
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Potion of Energy Resistance
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Spoiler:
Token of Remembrance
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Spoiler:
Wand of Shield
RotR
Item 1
Traits:
Arcane
Magic
Wand
To Acquire:
Intelligence
Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Spyglass
RotR
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Allies
Spoiler:
Charmed Red Dragon
RotR
Ally 4
Traits:
Dragon
To Acquire:
Charisma
Diplomacy
Arcane
Divine 12
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Spoiler:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.

Spoiler:
Clockwork Librarian
RotR
Ally 4
Traits:
Automaton
To Acquire:
Intelligence
Knowledge 11
Recharge this card to add 2d8 to your Intelligence or Knowledge check.
Recharge this card to succeed at your check to acquire a spell.

Spoiler:
Black Arrow Ranger
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Spoiler:
Ven Vinder
RotR
Ally 1
Traits:
Human
Shopkeeper
To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.

Blessings
Spoiler:
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Spoiler:
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of Desna
RotR
Blessing C
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Spoiler:
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Current Hour:

Blessing of Gorum:
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 1 NokNok/rhynndavrie
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 2 Aric/sirrogue:
Spoiler:
Hourglass Card 2 Aric/sirrogue
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 3 MotherMyrtle/Maelwys
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 4 Grazzle/MidnightLich
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 5 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 5 NokNok/rhynndavrie
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Aric/sirrogue:
Spoiler:
Hourglass Card 6 Aric/sirrogue
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 7 MotherMyrtle/Maelwys
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 8 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 8 Grazzle/MidnightLich
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 9 NokNok/rhynndavrie
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 10 Aric/sirrogue:
Spoiler:
Hourglass Card 10 Aric/sirrogue
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 11 MotherMyrtle/Maelwys
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 12 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 12 Grazzle/MidnightLich
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 13 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 13 NokNok/rhynndavrie
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 14 Aric/sirrogue:
Spoiler:
Hourglass Card 14 Aric/sirrogue
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 15 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 15 MotherMyrtle/Maelwys
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 16 Grazzle/MidnightLich
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 17 NokNok/rhynndavrie
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 18 Aric/sirrogue:
Spoiler:
Hourglass Card 18 Aric/sirrogue
Blessing of Gorum
RotR
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
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.

Location #1: Death Zone
Closed
When Permanently Closed: On checks, treat all die rolls of 1 or 2 as 0.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: MotherMyrtle/Maelwys, None

Location #2: Mountain Peak
Closed
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Ravenous Crypts of Gluttony
Closed
When Permanently Closed: While you are here, your hand size is increased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: NokNok/rhynndavrie, None

Deeper Dungeons Card 1:
Blizzard
RotR
Spell 5
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Deeper Dungeons Card 2:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Deeper Dungeons Card 3:
Muck Graul
RotR
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
Deeper Dungeons Card 4:
Hag
RotR
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
Deeper Dungeons Card 5:
Headband of Epic Intelligence
RotR
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence 7
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Deeper Dungeons Card 6:
Enchanter
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Deeper Dungeons Card 7:
Sharpening Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.
Deeper Dungeons Card 8:
Heavy Crossbow
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Location #5: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Grazzle/MidnightLich, None
Treacherous Cave Card 1 (Breastplate of Fire Resistance):
Breastplate of Fire Resistance
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Treacherous Cave Card 2 (Returning Throwing Axe +1):
Returning Throwing Axe +1
RotR
Weapon B
Traits:
Axe
Magic
Ranged
Slashing
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
Treacherous Cave Card 3:
Warden of Runes
RotR
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23
The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.
Treacherous Cave Card 4:
Cape of Escape
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Treacherous Cave Card 5:
Deathbane Shield
RotR
Armor 2
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Treacherous Cave Card 6:
Killing Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.
Treacherous Cave Card 7:
Belt of Giant Strength
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Treacherous Cave Card 8 (Scarlet Walker):
Scarlet Walker
RotR
Monster 6
Traits:
Outsider
To Defeat:
Combat 20
The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Aric/sirrogue, Shadow here
Warrens Card 1:
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Warrens Card 2:
Elder Water Elemental
RotR
Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.
Warrens Card 3:
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Warrens Card 4:
Vicious Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.
Warrens Card 5:
Monkey
RotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Warrens Card 6:
Potion of Energy Resistance
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Warrens Card 7:
Dogslicer +1
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Warrens Card 8:
Blessing of Nethys
RotR
Blessing 6
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.


Party | Oracle - Tier 1.3

Turn 18 under the Blessing of Gorum...

Grazzle decides to move deeper into the Treacherous Cave, walking past the Breastplate of Fire Resistance that Grazzle Sees nobody wants. After consulting with a pinkskin god discarding a Blessing of Sivanah to explore, Grazzle also walks past the Returning Throwing Axe +1.

There, Grazzle decides to See into the future, casting Augury and seeking monsters. Top 3 cards are Warden of Runes, Cape of Escape, and a Deathbane Shield. Grazzle re-arranges fate so that the henchman will be next.

Having peered into the Seventh Veil (discarding Blessing of the Seventh Veil to explore), Grazzle attacks the Warden of Runes. A field of electricity around it is to strong to avoid, so Grazzle loses a scroll to some damage. In response, Grazzle summons up a Volcanic Storm to destroy the warden. [ooc]Check to Defeat - Combat 23: 1d8 + 3d6 + 7 ⇒ (8) + (5, 2, 6) + 7 = 28 (Charisma die + Volcanic Storm + Arcane skill). Success; defeated!

Then, Grazzle pulls power from the defeated foe and tries to See into the future to secure the cave. Check to Close - Survival 7: 1d10 + 1d10 + 3 ⇒ (8) + (7) + 3 = 18 (Wisdom die + Blessing of the Spellbound + Survival skill). Success; closed. Grazzle succeeds, sealing off everyone and everything except the Killing Blade - a villain that hides here still.

Grazzle Peers into Nok-Nok's future at the Deeper Dungeons, seeing a scroll of Blizzard and a Blessing of the Gods ahead for the goblin. Recharge a divine card to examine the top two (2) cards of an occupied location.

Then, Grazzle rests to prepare.

Recovery: Volcanic Storm automatically recharges and shuffles into Grazzle's deck.

Grazzle wrote:

Hand: Holy Javelin, Blessing of Pharasma, Phoenix Cloak, Death's Touch, Blessing of Abraxas, Rejuvination, Staff of Dark Flame,

Displayed:
Deck: 8 Discard: 4 Buried: 3
Notes: Blessings available, use as needed. 3 HP. BOX RE-REROLL AVAILABLE.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X] +1 [X] +2 [X] +3 [X] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] and you may shuffle it into your deck instead.)
At the start of your turn, you may discard any number of cards from the top of your deck. ([X] If any of those cards have the Divine trait, you may recharge a random card ([X] or 2 random cards) from your discard pile.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 ([ ] 4) to your check that invokes the Attack trait.
[X] You may recharge a card that has the Divine trait to examine the top card ([X] or top 2 cards) of a location deck at any occupied location ([ ] and during this examination, you may ignore any powers on the examined card.)
[ ] When you would bury or discard an armor for its power, you may recharge it instead.
[ ] When you would discard or bury a card to examine a location deck, you may recharge it instead.

Upkeep:
Treacherous Cave card #1 is banished (unacquired).
Treacherous Cave card #2 is banished (unacquired).
Treacherous Cave card #3 is defeated and banished.
Treacherous Cave would be closed, but there is a villain there.
Deeper Dungeon cards #1-2 are known.


Nok-Nok's Deckhandler | Party

Turn 6, Blessing of Desna

Nok-Nok heads deeper into the dungeon and comes across a spell that even Nok-Nok can tell radiates with power. Demon Queen will help Nok-Nok gain arcane power...surely.

Blizzard-CtA: Intelligence 12: 4d4 ⇒ (2, 4, 3, 4) = 13 Success!

Ultimate Cosmic Power!! But the Demon Queen gives nothing for free.

Demon Queen Tribute: 1d4 ⇒ 2 2 mental damage, Nok-Nok recharges both - Blizzard and Blessing of Irori, draw Razorglass knife for using recharge power.

Fortunately, Nok-Nok is used to Demon Queens loving hand and just embraces the mind numbing pain to enhance himself.

Reveal Forensic Physician heal random from discard (Blessing of the Demon Queen!), then discard him to explore. - BotG

After patching up a bit Nok-Nok continues exploring and finds shrine, it's generic, so Nok-Nok naturally assumes it's for him. He takes the offerings that are there. Unfortunately Muck Graul is not happy about Nok-Nok taking his offerings, and he charges while Nok-Nok has his backed turned.

Auto-acquire BotGs. Discard to explore. - Muck Graul

Recharge Stormrune Knife for combat. +3 due to barriers in location. 1d4 for knife fighting.

Muck Graul-CtD: Combat 16 (15+1): 1d8 + 3 + 1d4 + 2 + 1d4 + 3 + 3d4 ⇒ (4) + 3 + (1) + 2 + (2) + 3 + (1, 4, 1) = 21
Defeated but no fire, undefeated so face again. Dagger of Doubling is a little worse, only adds 1d4+1+1d4. Search deck to grab Stormrune Knife back.

Muck Graul-CtD: Combat 16: 1d8 + 3 + 1d4 + 1 + 1d4 + 3 + 1d4 ⇒ (2) + 3 + (4) + 1 + (4) + 3 + (3) = 20 Beaten, but not defeated, Muck is recharged.

Muck Graul is a wily opponent, Nok-Nok was sure there were two of them, but while he wasn't able to score a direct hit, Nok-Nok put the hurt on him enough for him to know Nok-Nok isn't typical goblin he can boss around and Muck has to slink off to hole, leaving shrine spoils for Nok-Nok.

Nok-Nok, Head Drum wrote:

Hand: Stormrune Knife, Razorglass Knife, Burglar's Buckler, Tears of Death, Boots of Alacrity, Wayfarer, Blessing of Lamashtu,

Displayed:
Deck: 13 Discard: 5 Buried: 0
Hero Points: 6
Box Reroll Used: N
NOTES:
Available Support: Use Blessings as needed!
Movement: Move step - skip to heal 1!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Belt of Strength, Adamantine Sai +2, Mighty Steed, Old Salt, Blessing of Irori, Blizzard, Chaos Stone, Blessing of Kofusachi, Blessing of the Quartermaster 1, Venomous Dagger +2, Galvanic Chakram +1, Blessing of the Savored Sting, Blessing of the Demon Queen
Recharged:
Discard Pile: Blessing of Abadar, Kupmuk, Blessing of the Gods, Forensic Physician, Dagger of Doubling,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
On your check against a monster (■ or a barrier), add 1 plus the number of barriers (☐ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item (■ or on your check that is not a check to acquire or defeat), add (■ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 (□ 4) cards you would discard as damage. (■ If you do, you may then draw a card.)
■ When you would fail a check against a bane, you may add 1d8 (□ 1d12). If you do, after the encounter, you suffer 1d4+1 Combat damage.
□ When another local character fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.


Update: At Deeper Dungeon, acquired card 1 and 2, recharged card 3.


Turn 14, under Blessing of the Gods...

Aric continues to pick his way through the Warren, trying not to scare any of the monsters to other locations. Actually, that's probably a better job for The Red Raven. Creeping up to a perch overlooking an adjacent cavern, he spies a [ooc]Card 1: Occluding Field set up to catch the weak and weary.

As he lurks in the shadows, the Fortune Teller's face creeps close to his ear and loudly whispers, "CARE to know your FORTUNE??? I seeeeeee.... a... a..."

Sighing indignantly, The Raven mutters, "Bane--"

"BAAAAAAAYYYYNah in your future!!!" She waggles her finger mystically as he pushes past her, drawing his Corrosive Backsword to slice through the magicks of the barrier.

Occluding Field CtD Con Melee 15: 1d10 + 7 + 1d6 + 4 ⇒ (8) + 7 + (2) + 4 = 21 Success! If defeated, shuffle the barrier into a random other open location deck.

random location: 1d2 ⇒ 2 Treacherous Cave The trap is no match for Trap Hacker, but he can feel like it relocated elsewhere. No time to worry, as the momentum carries TRR forward and into a waiting Card 2: Elder Water Elemental!

Elder Water Elemental CtD Melee 18: 1d10 + 7 + 1d6 + 4 ⇒ (5) + 7 + (1) + 4 = 17 Failure! Blessing of Maat makes it a success!

The blade is aimed just shy of a killing blow on the difficult to anticipate torrent of water, but Maat nudges The Raven's aim back on target and the elemental collapses in a torrent of liquid.

The Crimson Crusader grimaces as he hears the tiny tidal wave disturb some creatures elsewhere in the Warrens and they run off to harry the rest of his party, but it cannot be helped.

Weary of driving more monsters to other locations, TRR takes flight with his Skyplate Armor and descends on the Treacherous Cave to clean up his mess, guided by the Secret Broker to a random monster Succubus.

Succubus CtD Combat 17: 1d10 + 7 + 1d6 + 4 ⇒ (9) + 7 + (1) + 4 = 21 Success!

The Raven cuts down the errant demon without remorse, and pauses to consider his future advancement examine at end of turn.

random card - 1: villain that was here, 2: barrier that was moved here: 1d2 ⇒ 1. The Killing Blade!

The vigilante is tempted to jump the creature now, but Grazzle would be caught in the fray, and he could really stand to resupply. Standing down, The Raven allows Aric to arrange their rest.

Calculating the number of barriers left on the table (the last one being under a villain), I'll discard Find Traps before reset.

Aric wrote:

Hand: Corrosive Backsword +4, Blessing of Abadar, Mask of the Red Raven, Psychometrist, Belt of Physical Might, Red Leathers, Isiem the 2nd,

Displayed:
Kit: Fortune Teller, Sawtooth Sabre +2, Shadowless Sword 2,
Deck: 11 Discard: 5 Buried: 0
NOTES:
Available Support: Blessing of Abadar
Other: Box reroll for 2-6E is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Warren Card 1 DEFEATED, shuffled into Treacherous Cave.
Warren Card 2 BANISHED.
Random monster reloaded onto Treacherous Cave and Deeper Dungeons.
Treacherous Cave Card 0 (reloaded random monster) BANISHED.
Treacherous Cave Card 1 Killing Blade KNOWN.
Treacherous Cave Card 2 Occluding Field KNOWN.


Turn 15, under the Blessing of the Gods
Move to Deeper Dungeon

Having chased the monsters out of the Death Zone, Myrtle returns underground to meet up with Nok-Nok in the dungeons. As she peeks through her first doorway, she spots a witch in there.

Free Exploration - Dungeon #4: Hag
BYA - Arcane 14: 1d12 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15 - Success
Reveal Stone Axe for combat.
Check to Defeat - Combat 15+1=16: 1d12 + 6 + 1d6 + 1 ⇒ (9) + 6 + (6) + 1 = 22 - Defeated, banished
Defeated a monster, download Restoration.
Banish Restoration to draw 2 (Cloud Puff, Potion of Heroism)

Charging in at the witch with her axe raised above her, she quickly attacks and strikes the hag down. Pausing to dig through the hags clothing, she finds enough eyes of newt and such that she can put together the spell components for one of her healing spells, restoring her strength and preparing herself to continue onwards.

Discard Blessing of the Elements to explore - Dungeon #5: Headband of Epic Intelligence
Check to Acquire - Intelligence 7: 1d8 + 3 ⇒ (7) + 3 = 10 - Acquired

Before she leaves the room, and glint catches her eye. It turns out the old hag was also hiding away a magical headband... it would've done more good on her head than in a pile of rags on the ground, but her loss! Myrtle snatches it up and places it on her head, feeling smarter immediately.

Discard Blessing of the Elements (2) to explore - Dungeon #6: Enchanter
BYA - Discard Staff of Hungry Shadows
Reveal Stone Axe for combat.
Check to Defeat - Combat 8+6=14+1=15: 1d12 + 6 + 1d6 + 1 ⇒ (8) + 6 + (1) + 1 = 16 - Defeated
AYA - Recharge Hide Armor of Fire Resistance to reduce damage to 0.
Defeated a monster, download Staff of Hungry Shadows from discard.

Then, because she can return to Nok-Nok, she feels the sting of a magic missile spell smacking her in the back, causing her to drop her staff. She turns around and snarls at this newcomer... apparently the hag had a boyfriend down here, and he's another spellcaster. Again raising the axe, she charges at the boyfriend, delivering to him the same fate as his partner. He attempts to immolate himself as he dies, to take Myrtle down with him... but her magical armor easily absorbs the weak amount of flame he's able to conjure as he dies. She turns and leaves the room at last, stopping to pick up her staff on the way out.

End of turn.
Check to Recover: Restoration (Core) - Divine 14: 1d4 ⇒ 1 - Discarded
Draw 1 to reset my hand.
Start of Grazzle's turn, display Potion of Heroism for Nok-Nok, giving him +1d6 to all checks until the end of my next turn.

Rejoining Nok-Nok at last, Myrtle looks around the dungeon. It looks like most of the doors had already been marked off with Nok-Nok's signature scratch, leaving only one or two remaining. "I guess the giant is hiding in one of those. If you want to sneak up and see, I'll be right behind you. Oh, and take this", Myrtle hand him a potion to drink.

Mother Myrtle, Reanimator wrote:

Hand: Stone Axe +1, Eruption, Staff of Hungry Shadows, Cloud Puff, Headband of Epic Intelligence, Shadowcat, Stained Glass Elemental,

Displayed: Potion of Heroism,
Deck: 11 Discard: 5 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Combat: Recharge Shadowcat to add +1d12+6
Local: Cloud Puff
Local Combat: Discard Eruption to reduce difficulty by 1d12. (If you use this, I'll override my default download order to retrieve Eruption from discards instead when you win)
Other: Default Download order: Shadowcat, Restoration, Potion of Heroism, Potion of Focus

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Death's Touch, Blessing of Nethys, Liquid Persuasion, Bottled Lightning (Core), Clockwork Dragonling, Tears of Death, Potion of Focus, Moose, Parade Armor, Lab Accident
Recharged: Hide Armor of Fire Resistance,
Discard Pile: Amulet of Fiery Fists, Blessing of Lamashtu, Blessing of the Elements, Blessing of the Elements 2, Restoration (Core),
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ( +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ( 5) plus the card's level. If you succeed, recharge it ( or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
When a character at your location defeats a monster, you may draw an ally ( or a spell or an item) from your discard pile ( or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.


During This Adventure:

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
To win the scenario, defeat any villain while all three villains are in the same location deck.

Scenario Level (#): 6

Turn: 16, Grazzle/MidnightLich

Random Cards:

Monsters
Spoiler:
Tickwood Boar
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Spoiler:
Hidden Beast
RotR
Monster 6
Traits:
Aberration
Sorcerer
Undead
Vampire
To Defeat:
Combat 22
OR Wisdom
Perception 16
The Hidden Beast is immune to the Cold, Mental and Poison traits.
Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait against the Hidden Beast.
Before the encounter, each character at this location must succeed at a Combat 22 check or bury 1d4 random cars from his discard pile.

Spoiler:
Ogre
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Spoiler:
Hill Giant
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

Spoiler:
Zombie Giant
RotR
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

Barriers
Spoiler:
Trapped Spellbook
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Spoiler:
Large Chest
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Disjunction Pulse
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15
If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

Spoiler:
Necromantic Deathtrap
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

Spoiler:
Large Chest
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Weapons
Spoiler:
Horsechopper +1
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song


Spoiler:
Greatsword
RotR
Weapon C
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Short Sword +1
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Frost Longbow +1
RotR
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

Spoiler:
Force Sling +3
RotR
Weapon 6
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.

Spells
Spoiler:
Consecration
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Spoiler:
Corrosive Storm
RotR
Spell 6
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Detect Evil
RotR
Spell B
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Disintegrate
RotR
Spell 5
Traits:
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.

Spoiler:
Fiery Weapon
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Breastplate of Fire Resistance
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Entropy Shield
RotR
Armor 6
Traits:
Arcane
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Bury this card to defeat a barrier with the Lock trait.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Fortress Shield
RotR
Armor 6
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 9
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Spiny Shield
RotR
Armor 3
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Studded Leather Armor
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Ring of Energy Resistance
RotR
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

Spoiler:
Token of Remembrance
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Spoiler:
Wand of Shield
RotR
Item 1
Traits:
Arcane
Magic
Wand
To Acquire:
Intelligence
Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Spyglass
RotR
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Spoiler:
Potion of Healing
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Allies
Spoiler:
Charmed Red Dragon
RotR
Ally 4
Traits:
Dragon
To Acquire:
Charisma
Diplomacy
Arcane
Divine 12
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Spoiler:
Sacred Killer
RotR
Ally 5
Traits:
Half-Orc
Rogue
To Acquire:
Dexterity
Stealth 11
OR Charisma
Diplomacy 13
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.

Spoiler:
Morgiv
RotR
Ally 6
Traits:
Enshrouded
To Acquire:
Charisma
Diplomacy 13
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.

Spoiler:
Zuvuzeg
RotR
Ally 5
Traits:
Demon
Outsider
To Acquire:
Arcane
Divine 18
If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
Discard this card to explore your location.

Spoiler:
Mayor Kendra Deverin
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.

Blessings
Spoiler:
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
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.

Spoiler:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Current Hour:

Blessing of Iomedae:
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 1 NokNok/rhynndavrie
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Aric/sirrogue:
Spoiler:
Hourglass Card 2 Aric/sirrogue
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 3 MotherMyrtle/Maelwys
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 4 Grazzle/MidnightLich
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 5 NokNok/rhynndavrie
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 6 Aric/sirrogue:
Spoiler:
Hourglass Card 6 Aric/sirrogue
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 7 MotherMyrtle/Maelwys
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 8 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 8 Grazzle/MidnightLich
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 9 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 9 NokNok/rhynndavrie
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 10 Aric/sirrogue:
Spoiler:
Hourglass Card 10 Aric/sirrogue
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 11 MotherMyrtle/Maelwys
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 12 Grazzle/MidnightLich
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 13 NokNok/rhynndavrie
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 14 Aric/sirrogue:
Spoiler:
Hourglass Card 14 Aric/sirrogue
Blessing of Gorum
RotR
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
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.

Location #1: Death Zone
Closed
When Permanently Closed: On checks, treat all die rolls of 1 or 2 as 0.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Mountain Peak
Closed
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Ravenous Crypts of Gluttony
Closed
When Permanently Closed: While you are here, your hand size is increased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: NokNok/rhynndavrie, MotherMyrtle/Maelwys, None

Deeper Dungeons Card 1:
Sharpening Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.
Deeper Dungeons Card 2:
Heavy Crossbow
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Deeper Dungeons Card 3 (Muck Graul):
Muck Graul
RotR
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

Location #5: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, Grazzle/MidnightLich, None
Treacherous Cave Card 1 (Killing Blade):
Killing Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.
Treacherous Cave Card 2 (Occluding Field):
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Shadow here
Warrens Card 1:
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Warrens Card 2:
Vicious Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.
Warrens Card 3:
Monkey
RotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Warrens Card 4:
Potion of Energy Resistance
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Warrens Card 5:
Dogslicer +1
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Warrens Card 6:
Blessing of Nethys
RotR
Blessing 6
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.


Party | Oracle - Tier 1.3

Turn 16 under the Blessing of Iomedae...

Grazzle begins by spending Grazzle's energy to heal Grazzle's friends. Discard the top four (4) cards of Grazzle's deck to let the party heal up to nine (9) collective cards. Since one of the discarded cards was Divine, Grazzle recharges two (2) from the discard.

Then Grazzle moves to the Warrens and Sees the unknowable futures, making them known. Recharge a Divine card to examine the top two cards - Shadow and Vicious Blade. Knowing there is a Shadow lying in wait, but that the fight will draw others to the area, Grazzle decides to risk it. Entering the Warrens, Grazzle summons forth a Holy Javelin to annihilate the Shadow. Shuffle a random monster - 1d5 ⇒ 4 to another random open location - 1d2 ⇒ 2. Monster #4 goes on top of the Treacherous Cave.

With the holy power of The Lizard Gods ready, Grazzle strikes. Check to Defeat - Combat 13: 1d8 + 2d12 + 7 ⇒ (8) + (12, 10) + 7 = 37 (Charisma die + Holy Javelin + Divine skill). Success; defeated and banished.

Grazzle Sees into the future again, this time Aric's future at the Treacherous Cave, recharging a Blessing of Abraxas to do so. Grazzle sees that a Hill Giant had taken up there, blocking access to the Killing Blade.

Then, Grazzle peers again into the Future to See what lies ahead of Nok-Nok at the Deeper Dungeons, recharging a Blessing of Pharasma to do so. There, the Sharpening Blade sits protecting a meager Heavy Crossbow.

With all of the villains found, it's time to close in for the kill. Grazzle casts Rejuvination on Grazzle, restoring Grazzle's power and connection to The Lizard Gods. Healing: 2d4 ⇒ (4, 3) = 7

Recovery: Holy Javelin is automatically recharged and shuffled into Grazzle's deck.
Rejuvination is automatically recharged and shuffled into Grazzle's deck.

Grazzle wrote:

Hand: Staff of Dark Flame, Phoenix Cloak, Major Cure 1, Holy Javelin, Volcanic Storm, Blessing of the Seventh Veil, Blessing of the Spellbound 2,

Displayed:
Deck: 12 Discard: 0 Buried: 3
Notes: Blessings available, use as needed. Healing available. I can reduce a combat check's difficulty by 1d6+1. 3 HP. BOX RE-REROLL AVAILABLE.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X] +1 [X] +2 [X] +3 [X] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] and you may shuffle it into your deck instead.)
At the start of your turn, you may discard any number of cards from the top of your deck. ([X] If any of those cards have the Divine trait, you may recharge a random card ([X] or 2 random cards) from your discard pile.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 ([ ] 4) to your check that invokes the Attack trait.
[X] You may recharge a card that has the Divine trait to examine the top card ([X] or top 2 cards) of a location deck at any occupied location ([ ] and during this examination, you may ignore any powers on the examined card.)
[ ] When you would bury or discard an armor for its power, you may recharge it instead.
[ ] When you would discard or bury a card to examine a location deck, you may recharge it instead.

Upkeep: Party can heal up to nine (9) collective cards.
Grazzle moves to the Warrens.
Warrens card #1 is defeated and banished.
Add Random Monster #4 (Hill Giant) to the top of Treacherous Cave; it is known.
Warrens card #2 is known.
Deeper Dungeons card #1 is known.
Deeper Dungeons card #2 is known.


Nok-Nok's Deckhandler | Party

Off Turn, Nok-Nok, Head Drum is healed for 3: (Blessing of the Gods, Kupmuk, Dagger of Doubling). Deck shuffled.

Nok-Nok is Heroic and adding 1d6 to all checks.
----------

Turn 17, Blessing of the Gods

Nok-Nok, Head Drum is healed for 1 for not moving: (Forensic Physician). Deck shuffled.

Nok-Nok eyes Sharpening Blade and thinks that guy has really cool name...but is he worthy...Nok-Nok also has sharp blades and he'd like to introduce the them to this guys and see who is more worthy.

Monsters here was 4 originally, adding for a check not against, also adding heroic d6.

Sharpening Blade-BYA: Fortitude 12: 1d10 + 4 + 1d4 + 4 + 1d6 ⇒ (6) + 4 + (1) + 4 + (3) = 18 Success.

Stormrune Knife for combat, recharge to add dice, knife adds 1d4, barriers add 3, heroic adds d6. Reveal for Tears of Death

Sharpening Blade-CtD: Combat 29: 1d8 + 3 + 1d4 + 2 + 2d4 + 1d4 + 3 + 1d6 + 2d8 ⇒ (2) + 3 + (3) + 2 + (1, 1) + (1) + 3 + (1) + (6, 6) = 29 Success! Reveal Burglar Buckler to assist with Tears check.

Tears check: Disable 12: 2d10 + 2 + 1d6 + 1d4 + 4 ⇒ (9, 8) + 2 + (1) + (4) + 4 = 28

Reveal Razorglass Knife for combat, bless with Lamashtu for single die, rest is the same.

Sharpening Blade-CtD: Combat 31: 2d8 + 3 + 2d4 + 2 + 1d4 + 3 + 1d6 + 2d8 ⇒ (3, 3) + 3 + (4, 1) + 2 + (2) + 3 + (6) + (8, 1) = 36 Just enough, success, Reveal Burglar Buckler for Tears

Tears check: Disable 12: 2d10 + 2 + 1d6 + 1d4 + 4 ⇒ (9, 3) + 2 + (6) + (3) + 4 = 27 Success.

Nok-Nok dodges Blade's initial strike, frees up his first knife and let's fly. It strikes true! But doesn't drop him. Nok-Nok is a bit impressed at his resilience. Fortunately, Nok-Nok has lots of knives so he preps another and also lets fly. Sharpening Blade acknowledges Nok-Nok's superiority and flees the field like any smart goblin would do when faced by superior foe. Nok-Nok has to admire the tactic.

Nok-Nok, Head Drum wrote:

Hand: Galvanic Chakram +1, Razorglass Knife, Burglar's Buckler, Tears of Death, Boots of Alacrity, Wayfarer, Blessing of the Demon Queen,

Displayed:
Deck: 17 Discard: 2 Buried: 0
Hero Points: 6
Box Reroll Used: N
NOTES:
Available Support: Use Blessings as needed!
Movement: Move step - skip to heal 1!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Kupmuk, Venomous Dagger +2, Blizzard, Dagger of Doubling, Stormrune Knife, Mighty Steed, Blessing of the Gods, Adamantine Sai +2, Belt of Strength, Blessing of Kofusachi, Blessing of Irori, Forensic Physician, Blessing of the Savored Sting, Chaos Stone, Blessing of the Gods, Blessing of the Quartermaster 1, Old Salt
Recharged:
Discard Pile: Blessing of Abadar, Blessing of Lamashtu,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
On your check against a monster (■ or a barrier), add 1 plus the number of barriers (☐ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item (■ or on your check that is not a check to acquire or defeat), add (■ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 (□ 4) cards you would discard as damage. (■ If you do, you may then draw a card.)
■ When you would fail a check against a bane, you may add 1d8 (□ 1d12). If you do, after the encounter, you suffer 1d4+1 Combat damage.
□ When another local character fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.


Update: Sharpening Blade is defeated and runs away. Deeper Dungeons is closed.


OFFTURN: Aric is healed for 4: (Blessing of Maat, Find Traps, Shadowless Sword 1, Secret Broker). Deck shuffled.

Aric discards a card (Mask of the Red Raven) to temporarily close his location.

Turn 18, under Blessing of Norgorber...

[ooc]Start of turn, exchange Psychometrist for Sawtooth Sabre +2.

Aric moves to the Treacherous Cave, carefully detailing his strategy of routing villains towards the Warrens so we wouldn't push monsters out to other locations because of the Warrens' properties. Grazzle nods, then runs to the Warrens and fights a monster, pushing a monster to Aric's location. *blink*

Nevermind, then. The Red Raven will dispatch them all! Bring on the Card 0: Hill Giant!

Hill Giant CtD Combat 15: 1d10 + 7 + 1d6 + 4 ⇒ (3) + 7 + (1) + 4 = 15 Wow, shitty roll, but luckily a success!

On to actual business then. Isiem the 2nd to explore Card 1: Killing Blade.

Killing Blade BYA Con 12: 1d8 + 2 ⇒ (3) + 2 = 5 Failure! be dealt 1d4 Fire damage. Will just eat it on the Red Leathers.

Reveal then discard Sawtooth Sabre +2, discard Blessing of Abadar, reveal Belt of Physical Might.

Killing Blade CtD Combat 28: 2d10 + 7 + 1d6 + 2 + 1d8 + 6 + 2 ⇒ (4, 4) + 7 + (1) + 2 + (3) + 6 + 2 = 29 Success! Difficulty of sequential checks is reduced by 5!

Reveal then discard Corrosive Backsword +4. Will ask for either of Grazzle's blessings for 1 die.

THEN Killing Blade CtD Combat 30 25: 2d10 + 7 + 1d6 + 4 + 2d6 + 2 ⇒ (9, 1) + 7 + (2) + 4 + (1, 3) + 2 = 29 Success!

It takes nearly all The Red Raven's resources (and some others'), but the Killing Blade is defeated, if not slain. It limps down the only path it has left, corraling all three Blades at the Warrens...

Red Raven wrote:

Hand: Belt of Physical Might, Crystal Ball, Blessing of the Spy 2, Shadowless Sword 1,

Displayed:
Kit: Fortune Teller, Psychometrist, Shadowless Sword 2,
Deck: 12 Discard: 6 Buried: 1
NOTES:
Other: Box reroll for 2-6E is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
===================================
ARIC: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.

UPKEEP:
Treacherous Cave Card 0 (random monster) BANISHED.
Treacherous Cave Card 1 DEFEATED, moves to WARRENS.
Treacherous Cave CLOSED.


During This Adventure:

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
To win the scenario, defeat any villain while all three villains are in the same location deck.

Scenario Level (#): 6

Turn: 19, MotherMyrtle/Maelwys

Random Cards:

Monsters
Spoiler:
Skulking Vampire
RotR
Monster 6
Traits:
Rogue
Undead
Vampire
To Defeat:
Combat 22
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.

Spoiler:
Harpy
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.

Spoiler:
Ogre
RotR
Monster C
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Spoiler:
Shining Child
RotR
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Spoiler:
Ogrekin
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Barriers
Spoiler:
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

Spoiler:
Reduction Field
RotR
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Spoiler:
Large Chest
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Invasion Plans
RotR
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Spoiler:
Necromantic Deathtrap
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

Weapons
Spoiler:
Frost Longbow +1
RotR
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

Spoiler:
Giantbane Dagger +1
RotR
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spoiler:
Longsword +2
RotR
Weapon 3
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
War Razor +1
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spoiler:
Dagger +1
RotR
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spells
Spoiler:
Consecration
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Spoiler:
Scorching Ray
RotR
Spell 1
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
IntelligenceArcane 6
For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

If you do not have the Arcane skill, banish this card.

Succeed at an Arcane 8 check to recharge this card instead of discarding it.


Spoiler:
Augury
RotR
Spell C
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Frost Ray
RotR
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Bewilder
RotR
Spell 6
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 14
Discard this card to evade a monster, placing it on the bottom of the deck. If you are exploring, you may immediately explore again.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding

Armors
Spoiler:
Fortress Shield
RotR
Armor 6
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 9
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Full Plate
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
Arrow Catching Studded Leather
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
BirdCruncher Crown
RotR
Item P
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.

Spoiler:
Magic Spyglass
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Spoiler:
Ring of Protection
RotR
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Spoiler:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.

Spoiler:
Sihedron Ring
RotR
Item 6
Traits:
Accessory
Magic
Sihedron
To Acquire:
Constitution
Fortitude 7
OR Arcane 9
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

Allies
Spoiler:
Pyromaniac Mage
RotR
Ally 5
Traits:
Human
Wizard
To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.

Spoiler:
Sacred Killer
RotR
Ally 5
Traits:
Half-Orc
Rogue
To Acquire:
Dexterity
Stealth 11
OR Charisma
Diplomacy 13
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.

Spoiler:
Poog of Zarongel
RotR
Ally P
Traits:
Cleric
Goblin
To Acquire:
Charisma
Diplomacy
Divine 7
Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song


Spoiler:
Merchant
RotR
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Spoiler:
Ilsoari Gandethus
RotR
Ally 1
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 7
OR Charisma
Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Blessings
Spoiler:
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
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.

Spoiler:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Current Hour:

Blessing of Gorum:
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Hours Remaining: 11

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 1 Grazzle/MidnightLich
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 2 NokNok/rhynndavrie
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 Aric/sirrogue:
Spoiler:
Hourglass Card 3 Aric/sirrogue
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 4 MotherMyrtle/Maelwys
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 5 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 5 Grazzle/MidnightLich
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 6 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 6 NokNok/rhynndavrie
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Aric/sirrogue:
Spoiler:
Hourglass Card 7 Aric/sirrogue
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 8 MotherMyrtle/Maelwys:
Spoiler:
Hourglass Card 8 MotherMyrtle/Maelwys
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 9 Grazzle/MidnightLich:
Spoiler:
Hourglass Card 9 Grazzle/MidnightLich
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 10 NokNok/rhynndavrie:
Spoiler:
Hourglass Card 10 NokNok/rhynndavrie
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 Aric/sirrogue:
Spoiler:
Hourglass Card 11 Aric/sirrogue
Blessing of Gorum
RotR
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
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.

Location #1: Death Zone
Closed
When Permanently Closed: On checks, treat all die rolls of 1 or 2 as 0.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Mountain Peak
Closed
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Ravenous Crypts of Gluttony
Closed
When Permanently Closed: While you are here, your hand size is increased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Deeper Dungeons
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/rhynndavrie, MotherMyrtle/Maelwys, None

Location #5: Treacherous Cave
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/sirrogue, None

Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: Grazzle/MidnightLich, Shadow here

Warrens Card 1:
Vicious Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.
Warrens Card 2:
Potion of Energy Resistance
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Warrens Card 3:
Blessing of Nethys
RotR
Blessing 6
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.
Warrens Card 4:
Dogslicer +1
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Warrens Card 5:
Monkey
RotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Warrens Card 6:
Sharpening Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.
Warrens Card 7:
Killing Blade
None
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.


Off-turn, heal 2: (Amulet of Fiery Fists, Restoration (Core)). Deck shuffled.

Turn 19, under the Blessing of Gorum
Move to Warrens

Realize that all three Villains were immune to Electricity, and my spell is useless.
Decide to sit down and wait for one of the stronger fighters to show up and take the main fight, while I get support stuff ready.

Draw 0 to reset my hand

Mother Myrtle, Reanimator wrote:

Hand: Stone Axe +1, Eruption, Staff of Hungry Shadows, Cloud Puff, Headband of Epic Intelligence, Shadowcat, Stained Glass Elemental,

Displayed: Potion of Heroism,
Deck: 14 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Combat: Recharge Shadowcat to add +1d12+6
Local: Cloud Puff
Local Combat: Discard Eruption to reduce difficulty by 1d12. (If you use this, I'll override my default download order to retrieve Eruption from discards instead when you win)
Other: Default Download order: Shadowcat, Restoration, Potion of Heroism, Potion of Focus

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lab Accident, Death's Touch, Moose, Clockwork Dragonling, Liquid Persuasion, Bottled Lightning (Core), Potion of Focus, Blessing of Nethys, Parade Armor, Amulet of Fiery Fists, Restoration (Core), Hide Armor of Fire Resistance, Anesthetizing Slime, Tears of Death
Recharged:
Discard Pile: Blessing of Lamashtu, Blessing of the Elements, Blessing of the Elements 2,
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ( +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ( 5) plus the card's level. If you succeed, recharge it ( or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
When a character at your location defeats a monster, you may draw an ally ( or a spell or an item) from your discard pile ( or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.


Party | Oracle - Tier 1.3

Turn 20 under the Blessing of Nethys...

Grazzle pours energy into Grazzle's friends, healing their wounds. Discard the top (5) cards of Grazzle's deck to allow the party to heal up to eleven (11) total cards. Since one of the discarded cards was Divine, Grazzle may recharge two (2).

Then, Grazzle Sees into the future of the Warrens. Recharge a Divine card to examine the top two (2) cards of an occupied location. The Viscous Blade lies in wait, just inside the cave, hiding a Potion of Energy Resistance.

Grazzle decides to wait, and allow others more skilled in combat to fight. Instead, Grazzle rearranges Grazzle's bag to prepare.

Grazzle wrote:

Hand: Staff of Dark Flame, Phoenix Cloak, Wand of Flying, Holy Javelin, Volcanic Storm, Blessing of the Seventh Veil, Blessing of the Spellbound 2,

Displayed:
Deck: 9 Discard: 3 Buried: 3
Notes: Blessings available, use as needed. I can reduce each combat check's difficulty by 1d6+1. 3 HP. BOX RE-REROLL AVAILABLE.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X] +1 [X] +2 [X] +3 [X] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] and you may shuffle it into your deck instead.)
At the start of your turn, you may discard any number of cards from the top of your deck. ([X] If any of those cards have the Divine trait, you may recharge a random card ([X] or 2 random cards) from your discard pile.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 ([ ] 4) to your check that invokes the Attack trait.
[X] You may recharge a card that has the Divine trait to examine the top card ([X] or top 2 cards) of a location deck at any occupied location ([ ] and during this examination, you may ignore any powers on the examined card.)
[ ] When you would bury or discard an armor for its power, you may recharge it instead.
[ ] When you would discard or bury a card to examine a location deck, you may recharge it instead.

Upkeep: Party can heal for eleven (11) total.
Warrens cards #1-2 are known.


Nok-Nok's Deckhandler | Party

Turn 21, Blessing of Erastil

Nok-Nok is ready to teach more blade guys who the real blade guy in town is...and his name is most definitely not Vicious, although that is a pretty great name. Nok-Nok fakes a run into the warrens, (forgoing free explore), and then get's Wayfayer advice on how to sneak in best. Explore, adding 2d6 to all checks.

Vicious Blade-BYA: Fortitude 12: 1d10 + 4 + 1d4 + 2 + 2d6 ⇒ (8) + 4 + (4) + 2 + (6, 6) = 30 Success, Nok-Nok is immune to cold.

Razorglass Knife for combat, +2 for location, adding for knife trait, wayfarer explore, Tears of Death, Grazzle's Staff of Darkflame

Staff of Darkflame reduction: 1d6 + 1 ⇒ (5) + 1 = 6

Vicious Blade-CtD: Combat 22 (28-6): 1d8 + 3 + 2d4 + 2 + 2 + 1d4 + 2d6 + 2d8 ⇒ (7) + 3 + (3, 3) + 2 + 2 + (3) + (1, 3) + (6, 3) = 36 Success!

Reveal Burglar's Buckler to add die to disable check.
Tear's: Disable 12: 2d10 + 2 + 1d4 + 2 + 2d6 ⇒ (8, 7) + 2 + (3) + 2 + (6, 4) = 32 No poison and burying discards, yay!

Same check as before, but adding Shadow Cat and Blessing of the Demon Queen.

Staff of Darkflame reduction: 1d6 + 1 ⇒ (3) + 1 = 4

Vicious Blade-CtD: Combat 26 (30-4): 4d8 + 3 + 2d4 + 2 + 2 + 1d4 + 2d6 + 2d8 + 1d12 + 6 ⇒ (8, 8, 5, 8) + 3 + (3, 4) + 2 + 2 + (1) + (3, 4) + (3, 3) + (7) + 6 = 70 Success again.

Reveal Burglar's Buckler to add die to disable check.
Tear's: Disable 12: 2d10 + 2 + 1d4 + 2 + 2d6 ⇒ (10, 2) + 2 + (4) + 2 + (5, 2) = 27 No effect from poison.
Mental Damage: 1d4 ⇒ 3 Recharge Tears of Death, Boots of Alacrity, discard Galvanic Chakram +1 for last point. Draw Belt of Strength after recharging damage.

Nok-Nok enlists aid of allies, and wades in to cut down Vicious Blade. He shows Vicious who is most vicious here. His name is Nok-Nok! He makes sure Vicious Blade will remember it...well maybe not...since he's dead.

Victory!!


NOK-NOK BE PRAISED!!!


Development

The Blades of Alaznist have fallen! You may have defeated them, but your group is still in a sore spot. Mayala and Brynne are exhausted, Rolf looks traumatized, and Vera keeps mumbling incoherently. You’ve got to get them off of Rivenrake Island, and your new friends seem nothing but pleased with that plan.

But you’re far from leaving empty handed. The adventures you’ve had! The knowledge you’ve learned! The treasure you’ve grabbed! Even if it did almost kill you—multiple times—Hollow Mountain was all you expected and more. One day, perhaps you’ll return; after all, you’ve survived the Runelord of Wrath’s worst. The next challenge awaits!

Scenario Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Robes of Xin-Shalast. At the end of each scenario, return the loot to the game box.

Robes of Xin-Shalast:

Loot
Type: Item
Traits: Clothing Magic Sihedron
To Acquire:
Reveal this card to add 2 to an Arcane or Divine check. You may use another item on this check. When you take Combat damage, reveal this card to shuffle up to 2 cards into your deck instead of discarding them. Reveal this card and discard an item to search your deck and choose an item to add to your hand.

Adventure Reward
Each player unlocks the ability to play Mavaro from the Mummy’s Mask Base Set using the Witch Class Deck.

Adventure Path Reward
Each player chooses one of his Pathfinder Society Adventure Card Guild characters.
That character may treat the loot Runewell’s Echo as if it is in his Class Deck box.

Runewell's Echo:

Loot
Type: Blessing
Traits: Divine Blessing Lissala
To Acquire:
Discard this card to add 1 die to any check. Discard this card to add 1d12 to any non-combat check. After playing this card, you may play another blessing on this check.

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