
![]() |

At start of Reiko's turn, Will discard Fly spell to examine 2 locations and optionally may move a character at current location to different location
Apothecary Card 1: Giantbane Dagger +1 Weapon 4
Prison Card 1: Acolyte Ally B
Move Meliski to Prison
Recharge Fly DC 10 with Acolyte: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (2) = 13 Fly spell is recharged
Hand: al2Cleric of Nethys, 1 BoAbadar, BoThoth, 2 BoAbadar
Displayed:
Deck: 17 Discard: 2 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
1 BoAbadar, BoThoth, 2 BoAbadar
Recharged: Acolyte, s5Fly
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Role Card: Brawler
Hand Size: 5 [x] 6 [ ]7 [ ]8
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/6/6 = 21
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): 2 total uses remaining due to additional requirements fulfilled. After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn -6
Random Card(s) Used: M1-2
Additional Info 2: Knight's Pennon is Displayed +1 for combat
Apothecary 1-10 remain // 1=Giantbane Dagger +1 Weapon 4
Giant Lair CLOSED
Harsk - Warrens 4-7 remain // 4=Stone Golem (H4)
Reiko - Courtyard CLOSED
Thassilonian Library 4,6,3,(random 2,5,7) remain // 2=Consecration(Sp2), 3=Consecration(Sp2), 6=Mokmurian(V4), 4=Blessing of Iomedae(B)
Seelah, Meliski - Prison 1-10 remain // 1=Acolyte(Al B)

Reiko the Ninja |

In the hour of Shelyn, Reiko thanks Meliski for their advice and heads off to the Apothecary to pick up a new weapon.
Move to Apothecary, Display Master Cartman, explore card 1: Giantbane Dagger +1. Reveal Tunic for +1, and recharge Old Salt to add lvl - 3
Ranged 8 + 2 = 10: 1d10 + 4 + 1 + 4 ⇒ (6) + 4 + 1 + 4 = 15 Acquired!
Display Dagger next to Cartman.
End turn. Reset hand, drawing 3
Hand: Embalming Fluid, Double Chicken Saber + 1, Snakeskin Tunic, Daggermark Poisoner, Sacred Candle, Venomous Fighting Fan +1,
Displayed: Master Cartman, Giantbane Dagger +1 ,
Deck: 4 Discard: 7 Buried: 0
Notes: Will bury candle if a blessing 4 is the top of the hour. Feel free to draw the Giantbane Dagger +1 if wanted or needed.
Dexterity d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn -6
Random Card(s) Used: M1-2
Additional Info 1: Giant trait creatures are decreased by 2
Additional Info 2: Knight's Pennon is Displayed +1 for combat
Reiko - Apothecary 2-10 remain
Giant Lair CLOSED
Harsk - Warrens 4-7 remain // 4=Stone Golem (H4)
Courtyard CLOSED
Thassilonian Library 4,6,3,(random 2,5,7) remain // 2=Consecration(Sp2), 3=Consecration(Sp2), 6=Mokmurian(V4), 4=Blessing of Iomedae(B)
Seelah, Meliski - Prison 1-10 remain // 1=Acolyte(Al B)

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The extra monster encounter at the Warrens placed a random monster on top of the random location Prison. Meliski's Fly spell scouted the Rat Swarm.
During This Adventure:
During This Scenario: The difficulty of checks to acquire is increased by 2.
Additional Rules:
Villain 4
Type: Monster
Traits: Giant Transmuter
To Defeat: Combat 20 THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand. If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled. Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Henchman 4
Type: Monster
Traits: Construct Golem
To Defeat: Combat 20
The Stone Golem is immune to the Mental and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 14, Harsk/TheGreatNateO
Monsters
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Barriers
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.
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18 If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.
Weapons
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.
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
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.
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.
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; 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.
Spells
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
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.
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.
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence
Arcane 4 Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.
Armors
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
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.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
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.
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.
Items
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence
Arcane 7 For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
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.
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.
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.
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Allies
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally 3
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 8 Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 8 Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
Discard this card to explore your location.
Blessings
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.
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.
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.
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.
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.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 16
Blessings Deck
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
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.
Blessing of the Gods
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.
Blessing of Desna
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.
Blessing of Norgorber
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.
Blessing of the Gods
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.
Blessing of Calistria
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.
Blessing of Iomedae
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.
Blessing of Irori
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.
Blessing of Calistria
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.
Blessing of Erastil
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.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
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.
Blessing of Sarenrae
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.
Blessing of the Gods
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.
Blessing of the Gods
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.
Location #1: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
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.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
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.
Spell 3
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Location #2: Giant Lair
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: 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: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 3
Traits:
Human
Ranger To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength
Melee 6 For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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.
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Location #4: Courtyard
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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.
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24 Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
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.
Monster 4
Traits:
Animal
To Defeat:
Combat 16 If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
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.
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.
Location #6: Prison
At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, None
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7 The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
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.
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.

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Turn Order - Reiko, Harsk, Seelah, Meliski
Turn # 16 - Top of Blessings Discards Deck: Blessing of the God
Give Card: None
Move: Stay at Warrens
Explore: Warrens Card 1 - Stone Golem (Henchman 4)
Location effect Random Monster is placed on the top of another Random open location
Random Monster Location: 1d3 ⇒ 2 - Random Monster 1 is at the top of Thassilonian Library
Henchman 4
Type: Monster
Traits: Construct Golem
To Defeat: Combat 20
The Stone Golem is immune to the Mental and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location. If defeated, you may immediately attempt to close the location this henchman came from.
I will auto fail Arcane/Divine check
For Combat I will use my Ranged Skill (d10+6) and Reveal: Humanbane Crossbow +2 (1d10+2) and Archer's Bracers (+2), Knight's Pennon is Displayed (+1)
Stone Golem - Combat DC 20: 2d10 + 11 ⇒ (3, 8) + 11 = 22 - Success
Stone Golem Defeated Effect: 1d4 ⇒ 4 - 4 Combat Damage - I will Recharge: Tooled Crocodile Skin to reduce Combat Damage by 3 and Discard Arquebus for 1 Damage
Stone Golem is Displayed next to my Slaying Bolts
I will Attempt to Close Warrens - Succeed at a Dexterity or Acrobatics 6 check
Close Warrens - Dexterity DC 6: 1d10 + 3 ⇒ (3) + 3 = 6 - Success
Warrens is Closed
I will end my turn and reset my hand to 7
Hand: Humanbane Crossbow +2, Deathbane Light Crossbow +1, Blessing of cayden Cailean (2), Hatchetbird, Blessing of Cayden Cailean (1), Cure, Archer's Bracers
Displayed: Slaying Bolts, Stone Golem
Deck: 11 Discard: 3 Buried: 0
Notes: 0 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of Cayden Cailean (1)Sideboard cards: Dragonbreath Shot, Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 [X] +1 to a combat check by a character at another location.
[ ] When you move during your move step, you may examine the top card of your new location deck ([ ] and shuffle it into that deck).
[X]When a monster deals damage to you before ([ ] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facesown into the deck ([ ]or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn - BR Turn(14)
Random Card(s) Used: Monster 1
Additional Info 1: Giant trait creatures are decreased by 2 and Knight's Pennon is Displayed +1 for combat
Additional Info 2: Random Monster 1 is at the top of Thassilonian Library
Reiko - Apothecary 1-9 remain
Harsk -
Thassilonian Library 1-7 remain // 7=Random Monster #1 3=Consecration(Sp2), ?=Consecration(Sp2), 2=Mokmurian(V4), 1=Blessing of Iomedae(B)
Seelah, Meliski - Prison 1-11 remain // 1=Acolyte(Al B)

Seelah - notshown |

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 17 - Card 1: Blessing of Zarongel
Give Card: None
Move: Prison -> Thassilonian Library
Explore: Random Monster 1: Ogre (Monster B)
Traits: Giant Ogre
To Defeat: Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Strength Melee 1d10+4
Dwarven Earthbreaker 2d6+1
Knights Pennon +1
Combat 14: 1d10 + 4 + 2d6 + 1 + 1 ⇒ (9) + 4 + (6, 4) + 1 + 1 = 25 Victory!
I end my turn, burying Helm of the Valkrie to move back to Prison (just visiting). Then I reset my hand.
Hand: Kabuto Helmet, Shock Glaive +1, Blessing of the Samurai, Dwarven Earthbreaker +1, Blessing of Iomedae, Impaler of Thorns
Displayed: Knight's Pennon, Four-Mirror Armor
Deck: 6 Discard: 5 Buried: 1
Notes: Knight's Pennon is displayed! Scribe is in my hand for an additional +1.
Blessing of Iomedae, Blessing of the Samurai
Strength d10 [X]+1 [X] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)"
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon,([ ] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn."
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Middle {Order is not Known}: Cure Dwarven Plate Hatchet Bird Surgeon Blessing of Angradd Blessing of Tsukiyo
Recharged:
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn - BR Turn(16)
Random Card(s) Used: Monster 1
Additional Info 1: Giant trait creatures are decreased by 2 and Knight's Pennon is Displayed +1 for combat
Additional Info 2: Random Monster 1 is at the top of Thassilonian Library
Reiko - Apothecary 1-9 remain
Giant Lair CLOSED
Harsk - Warrens CLOSED
Courtyard CLOSED
Thassilonian Library 1-6 remain // 1=Blessing of Iomedae(B) 2=Mokmurian(V4), 3=Consecration(Sp2), ?=Consecration(Sp2)
Seelah, Meliski - Prison 1-11 remain // 1=Acolyte(Al B)

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 16 - Blessings Deck Card 2 / Blessing of the Gods
SOT: None
Give Card: Give Seelah 1 BoAbadar
Move: Prison -> Apothecary
Explore: Apothecary Card 1: Holy Light
Divine Check DC 8+2=10: 1d10 + 4 ⇒ (10) + 4 = 14 Success
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.
Will discard Cleric of Nethys to examine and rearrange top 2 cards of location and explore
Will put Apothecary Card 3: Sheriff Hemlock onto top of location deck to explore first
Will put Apothecary Card 2: Rat Swarm below top card of location deck
Diplomacy Check DC 8+2=10: 1d10 + 4 ⇒ (5) + 4 = 9 Not Quite
Will recharge Holy Light to reroll a die for a check
Diplomacy Check DC 8+2=10: 1d10 + 4 ⇒ (8) + 4 = 12 Success
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
EOT: End Turn and Reset hand
Hand: ar1Helm of Telepathy, BoNorgorber, BoThoth, 2 BoAbadar, Old Salt, Vampire Bat
Displayed:
Deck: 14 Discard: 3 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
Sheriff Hemlock, 2 BoAbadar, BoThoth, BoNorgorberSideboard cards: 1 BoAbadar;
Recharged: Acolyte, s5Fly, Holy Light
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Role Card: Brawler
Hand Size: 5 [x] 6 [ ]7 [ ]8
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/6/6 = 21
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): 2 total uses remaining due to additional requirements fulfilled. After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn - BR Turn(16)
Notes for Seelah: Meliski gave BoAbadar
Random Card(s) Used: Monster 1
Additional Info 1: Boons are 2 harder; Giant trait creatures are decreased by 2 and Knight's Pennon is Displayed +1 for combat
Additional Info 2: Random Monster 1 is at the top of Thassilonian Library
Reiko, Meliski - Apothecary 2,4-9 remain // 2=Rat Swarm
Giant Lair CLOSED
Harsk - Warrens CLOSED
Courtyard CLOSED
Thassilonian Library 1-6 remain // 1=Blessing of Iomedae(B) 2=Mokmurian(V4), 3=Consecration(Sp2), ?=Consecration(Sp2)
Seelah - Prison 1-11 remain // 1=Acolyte(Al B)

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Out of turn temp close of Apothecary recharging Old Salt
Intelligence Check DC 6: 1d6 + 4 ⇒ (2) + 4 = 6 Success
Hand: ar1Helm of Telepathy, BoNorgorber, BoThoth, 2 BoAbadar, Sheriff Hemlock
Displayed:
Deck: 16 Discard: 3 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
Sheriff Hemlock, 2 BoAbadar, BoThoth, BoNorgorber

Reiko the Ninja |

Turn 19, hour is Gods. Move to Library to hunt some giants.
Explore card 1: Blessing of Iomedae.
Cha 4 + 2 = 6: 1d8 + 1 ⇒ (7) + 1 = 8 Acquired!
Discard Daggermark poisoner to explore card 2: Mokmurian. (Poisoner adds 1 and poison). For Before the encounter check, use Harsk's BoCC and Seelah's Iomedae.
Con 8: 4d6 ⇒ (3, 4, 5, 2) = 14 Success!
[ooc] For combat check, Reveal and discard Chicken saber for Acro + d8 + 1 + d6, and ability to use for all subsequent checks. Reveal tunic for +1, reveal embalming fluid for my power, and again for its own. Discard Fighting fan for an additional d6. Accept supporting fire from Harsk, as well as a shot from his bow. Pennon adds 1. Sheriff adds d6, and I think there are 3 more blessings still.
Combat 20-2=18, 24-2=22: 1d10 + 5 + 1d8 + 1 + 1d6 + 1 + 1d8 + 1 + 2 + 1d6 + 2d4 + 2 + 1 + 1d6 + 3d10 ⇒ (9) + 5 + (2) + 1 + (5) + 1 + (3) + 1 + 2 + (6) + (4, 3) + 2 + 1 + (6) + (7, 9, 6) = 73
Reiko faces off against the giant, stares him in the eye, and then disappears. She slips past, unnoticed, then unleashes a flurry of poisonous strikes with her chicken saber and fighting fan. Harsk unleashes several shots from his bow while Seelah and Meliski offer up their blessings.
Mokmurian falls before he knew what hit him. Never underestimate a ninja.
Victory!

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Reward: For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Mokmurian’s Club. At the end of each scenario, return the loot to the game box.
Archer (Ally B)
Acolyte (Ally B)
Sheriff Hemlock (Ally B)
Blessing of Norgorber (Blessing 3)
Blessing of Iomedae (Blessing B)
Magic Spyglass (Item 4)
Holy Light (Spell B)
Giantbane Dagger +1 (Weapon 4)

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You’re fairly certain the statues have stopped moving, and
there’s no doubt about the giant, whose blood pools black
where he stood. So this was one of Alaznist’s more powerful
runeslaves, ostensibly in charge of the mages who were training
to penetrate Belimarius’s abjurations. At least, that’s what you
gathered from the enraged giant’s commands.
As you pick through your adversaries’ remnants, a wave of
jealousy surges through you. You must find the choicest pieces,
lest your companions—or those who come here after you—claim
something that you rightly earned.
And whatever loot awaits in the sprawling chambers beyond—
it’s yours, you decide, as you barrel ahead without a second thought.
2-4B: The Tormented Trolls
Read the Following Aloud: Trouncing through the corridors beyond the stone mages’
stronghold, your head begins to clear. You can’t quite
fathom why you considered hoarding these ancient riches
for yourself. A hero who turns on her allies is bound to end up dead.
The cramped tunnel suddenly opens into a wide, impossibly tall
chamber. Nearly 10 feet up, in alcoves built into the walls on either
side of you, are several immobile trolls. The beasts are viciously
maimed—each has broken tusks, pustules covering their limbs,
and burn marks scorched into their flesh. They don’t seem to have
noticed you. In fact, if they’re even alive, they certainly can’t move.
No danger imminent, you examine a set of tables below the
alcoves, laden with scrolls and tomes. Alaznist must have magically
preserved them. Could they hold ancient secrets of Thassilonian
magic? With just a drop of the might that Alaznist wielded, you
could be unstoppable. Think of the power! Think of the wealth!
You tear through the documents looking for anything that
might slake your sudden thirst. All you find are drily written notes
recording some sort of cruel experiments.
“Mok-lurian... zah?” The words for “test rodent” sound alien on
your tongue, and you’re not sure why they’re even mentioned here.
Dull groans—followed by throaty roars—make things all too
clear. You’ve accidentally awakened the trolls!

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During This Adventure:
During This Scenario: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the
bottom of that character’s deck.
To win the scenario, close all locations.
Additional Rules:
Henchman 4
Type: Monster
Traits: Giant Troll
To Defeat: Combat 15
Damage dealt by the Tyrant Troll is increased by 2. Add 1d8 to check to defeat the Tyrant Troll using the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Tyrant Troll is undefeated. If defeated, you may immediately attempt to close this location.
Turn: 0, Meliski/Zalarian
Monsters
Monster 4
Traits:
Animal
To Defeat:
Combat 16 If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
Monster 4
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
Barriers
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
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.
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18 If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.
Weapons
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
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.
Weapon 1
Traits:
2-Handed
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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.
Spells
Spell 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
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.
Spell 4
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12 Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
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.
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.
Armors
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
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.
Armor 4
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 7 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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.
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.
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
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.
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.
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence
Knowledge 5 Reveal this card to add 1d6 to a Knowledge check.
Recharge this card to succeed at your Knowledge check.
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine 7
OR Intelligence
Arcane 9 Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Item 4
Traits:
Magic
Staff To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Allies
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
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.
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8 Discard this card to succeed at your Stealth or Survival check.
Discard this card to explore your location.
Ally B
Traits:
Elf
Scout To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7 Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 8 Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
Discard this card to explore your location.
Blessings
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.
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.
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.
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.
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.
Top of Blessing Discard Pile:
Traits: To Acquire:
Blessings Remaining: 30
[b]Blessings Deck
Blessing of Lamashtu
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.
Blessing of Gorum
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.
Blessing of Irori
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.
Blessing of the Gods
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.
Blessing of Lamashtu
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.
Blessing of Desna
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.
Blessing of the Gods
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.
Blessing of the Gods
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.
Blessing of Calistria
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.
Blessing of the Gods
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.
Blessing of Iomedae
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.
Blessing of the Gods
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.
Blessing of Erastil
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.
Blessing of Irori
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.
Blessing of the Gods
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.
Blessing of Torag
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.
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
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.
Blessing of the Gods
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.
Blessing of Sarenrae
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.
Blessing of Shelyn
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.
Blessing of the Gods
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.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
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.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Irori
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.
Blessing of Norgorber
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.
Blessing of Lamashtu
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.
Blessing of the Gods
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.
Blessing of Pharasma
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.
Location #1: 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: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, Reiko/eddiephlash, Harsk/TheGreatNateO, None
Location #2: General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: 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: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: 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: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #6: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

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Meliski - 2-4B: The Tormented Trolls
Loot
2-3D: Replace Byzantine Lexicon with Wand of Enervation
Starting Location
Giant Lair
Starting Hand - Choosing Item as favored card
Hand: al2Cleric of Nethys, BoSivanah, ar1Helm of Telepathy, 1 BoAbadar, s3Life Drain, Binder's Tome
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
1 BoAbadar, BoSivanah
Be sure to confirm before using card BoSivanah and beyond
Recharged:
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [X] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Role Card: Brawler
Hand Size: 5 [x] 6 [ ]7 [ ]8
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/6/6 = 21
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): 2 total uses remaining due to additional requirements fulfilled. After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.

Reiko the Ninja |

Will swap Armor out for Snakeskin Tunic, and declare poison card as favored as usual. Will start at general store.
Hand: Snakeskin Tunic, Materialize, Bo Urgathoa, Bo Horus, Bo Norgorber, Embalming Fluid,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Materialize let's me BAMF to your location and take your encounter with a +3. Blessings available: Norgorber bless x2 on acquisitions, Horus bless x2 on Dex non-combat and Electricity, Urgathoa bless x2 on Fort or vs. Undead
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]

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Harsk - 2-4B: The Tormented Trolls
Loot -
None
Starting Location -
Location #4: Warrens
Starting Hand -
Hand: Cure, Archer's Bracers, Legionnaire Chaplain, Hatchetbird, Returning Throwing Axe +1 (2), Retriever, Blessing of Milani (2)
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:Sideboard cards: Dragonbreath Shot, Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [X] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 [X] +1 to a combat check by a character at another location.
[ ] When you move during your move step, you may examine the top card of your new location deck ([ ] and shuffle it into that deck).
[X]When a monster deals damage to you before ([ ] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facesown into the deck ([ ]or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

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Moving Seelah with Meliski to Giant Lair for now. Seelah can place wherever she wants, but let's get it started.
During This Adventure:
During This Scenario: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the
bottom of that character’s deck.
To win the scenario, close all locations.
Additional Rules:
Henchman 4
Type: Monster
Traits: Giant Troll
To Defeat: Combat 15
Damage dealt by the Tyrant Troll is increased by 2. Add 1d8 to check to defeat the Tyrant Troll using the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Tyrant Troll is undefeated. If defeated, you may immediately attempt to close this location.
Turn: 1, Reiko/eddiephlash
Monsters
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.
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Barriers
Barrier 4
Traits:
Arcane
Lock
Magic
To Defeat:
Intelligence
Arcane 13
OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
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.
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Weapons
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.
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
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.
Weapon B
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Chain
Finesse
Melee
Piercing To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 2d4; 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.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spells
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.
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
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.
Spell 4
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 12 At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
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.
Spell 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
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.
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.
Armors
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Armor P
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 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; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if 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.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
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
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom 7 Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
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.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
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
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 8 Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
Discard this card to explore your location.
Ally 4
Traits:
Giant
Sorcerer To Acquire:
Charisma
Diplomacy 9 Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7 Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Blessings
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.
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.
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.
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 29
Blessings Deck
Blessing of Gorum
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.
Blessing of Irori
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.
Blessing of the Gods
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.
Blessing of Lamashtu
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.
Blessing of Desna
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.
Blessing of the Gods
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.
Blessing of the Gods
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.
Blessing of Calistria
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.
Blessing of the Gods
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.
Blessing of Iomedae
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.
Blessing of the Gods
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.
Blessing of Erastil
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.
Blessing of Irori
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.
Blessing of the Gods
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.
Blessing of Torag
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.
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
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.
Blessing of the Gods
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.
Blessing of Sarenrae
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.
Blessing of Shelyn
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.
Blessing of the Gods
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.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
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.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Irori
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.
Blessing of Norgorber
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.
Blessing of Lamashtu
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.
Blessing of the Gods
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.
Blessing of Pharasma
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.
Location #1: 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: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
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.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
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.
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15 Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
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.
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.
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.
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Item B
Traits:
Elite
Tool To Acquire:
Dexterity
Disable 7 Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom
Divine 10 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Ally 3
Traits:
Human
Ranger To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
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.
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15 Damage dealt by the Tyrant Troll is increased by 2.
Add 1d8 to check to defeat the Tyrant Troll using the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close this location.
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5 Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
Location #3: 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: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. 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 to a combat check at another location.
Barrier 1
Traits:
Cache
To Defeat:
None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
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.
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.
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15 Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
Location #4: 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: 2 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None
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.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15 Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence
Arcane 7 For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Ally 3
Traits:
Pixie To Acquire:
Charisma
Diplomacy 2 Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
Discard this card to explore your location.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 10 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.
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14 The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.
Weapon B
Traits:
Axe
Elite
Melee
Slashing To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Location #5: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15 Damage dealt by the Tyrant Troll is increased by 2.
Add 1d8 to check to defeat the Tyrant Troll using the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close this location.
Monster 4
Traits:
Giant
To Defeat:
Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
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.
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.
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10 Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.
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.
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.
Armor B
Traits:
Elite
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.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Location #6: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster; return it to the top of the deck.
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.
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15 Damage dealt by the Tyrant Troll is increased by 2.
Add 1d8 to check to defeat the Tyrant Troll using the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close this location.
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
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.
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
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.

Reiko the Ninja |

Another fine day to be an adventurer. The hour of Lamashtu approaches, and Reiko decides (rather uncharacteristically) to go shopping.
Explore General store card 1: Elven Chain Shirt.
Con 6: 1d6 ⇒ 6
Discard Urgathoa to explore card 2: Dagger +1
Ranged 6: 1d1 + 5 ⇒ (1) + 5 = 6 Auto-acquire
Discard Bo Horus to explore card 3: Goblin Warchanter
BTE Wis 8: 1d6 ⇒ 1 Auto-Fail
Reveal Embalming fluid once for poison power, and once for its own power.
Combat 8: 1d6 + 1d8 + 1 + 2 ⇒ (4) + (3) + 1 + 2 = 10 Defeated!
After encounter, auto-fail Craft 7: 1d4 ⇒ 2 bury top card of deck: Staff of Minor Healing
Location gives free explore, card 4: Masterwork Tools. Reveal tunic for +1
Dex 7: 1d10 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Discard Norgorber to explore card 5: Holy Candle.
Wis 10: 1d6 ⇒ 5 Auto-fail
She picks up a few things and punches out a Gobbo that decided to terrorize the place, but otherwise has an uneventful afternoon.
End turn, recharge Chain shirt, reset hand drawing 2
Hand: Snakeskin Tunic, Materialize, Embalming Fluid, Dagger +1 , Old Salt, Daggermark Poisoner,
Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: Materialize let's me BAMF to your location and take your encounter with a +3.
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]

Seelah - notshown |

Seelah - 2-4B: The Tormented Trolls
Loot
2-2E: Replace Cat-o'-Nine-Tails with Impaler of Thorns.
2-4A: Replace Cold Iron Mace +1 with Mokmurian’s Club.
Starting Location
Giant Lair
Starting Hand
Favored Card: Weapon
Strength d10 [X]+1 [X] +2 [X] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)"
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon,([ ] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn."
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Middle {Order is not Known}: Katana +1 Tripartite Spear +2 Shock Glaive +1 Cure Dwarven Plate Four-Mirror Armor Kabuto Helmet Helm of the Valkyrie Knight's Pennon Scribe Scribe Blessing of Angradd Blessing of Tsukiyo Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:

![]() |

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn # 2 - Top of Blessings Discards Deck: Blessing of Gorum
Give Card: None
Move: Stay at Warrens
Explore: Warrens Card 1 - Clockwork Librarian (Ally 4)
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.
I will Auto fail to acquire
I will end my turn and Examine: Warrens Card 2 - Skinsaw Ritual (Barrier 2)
Hand is at 7
Hand: Cure, Archer's Bracers, Legionnaire Chaplain, Hatchetbird, Returning Throwing Axe +1 (2), Retriever, Blessing of Milani (2)
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:Sideboard cards: Dragonbreath Shot, Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [X] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 [X] +1 to a combat check by a character at another location.
[ ] When you move during your move step, you may examine the top card of your new location deck ([ ] and shuffle it into that deck).
[X]When a monster deals damage to you before ([ ] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facesown into the deck ([ ]or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (3) - BR Turn(1)
Additional Info 1: Examine another local character deck & may put on bottom
Deeper Dungeons 1-10 remain
Reiko - General Store 6-10 remain
Treacherous Cave 1-10 remain
Harsk - Warrens 2-10 remain // 2 - Skinsaw Ritual (Barrier 2)
Meliski, Seelah - Giant Lair 1-10 remain
Apothecary 1-10 remain

Seelah - notshown |

Turn Template
Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 3 - Card 2: Blessing of Irori
At the Start of my turn, I examine the top card of my location deck.
Giant Lair Card 1: Tyrant Troll (Henchman 4).
Type: Monster
Traits: Giant Troll
To Defeat: Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
Add 1d8 to check to defeat the Tyrant Troll using the Fire trait.
If the check to defeat does not have either the Fire or Acid trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close this location.
****Turn paused****

Seelah - notshown |

...resuming turn...
At the start of my turn, I examine the top card of Meliski's Deck: Wand of Enervation. I place it on the bottom of his deck.
Strength Melee 1d10+5
Mokmurian’s Club 1d10+2
Meliski's Binder's Tome 1d4 Mental
Discard Blessing of Iomedae 1d10
Bury top card of my deck: Cure 1d6 +Fire
Fire Trait 1d6
1d10 + 5 + 1d10 + 2 + 1d4 + 1d10 + 1d6 + 1d6 ⇒ (3) + 5 + (3) + 2 + (3) + (9) + (3) + (3) = 31 Victory! I recharge my only discarded card (Blessing of Iomedae).
I recharge Blessing of the Samurai in my check to close Giant Lair:
Melee 10: 1d10 + 5 + 1d10 ⇒ (10) + 5 + (10) = 25 Giant Lair is closed.
I discard Hatchet Bird to move to Trecherous Cave and explore Card 1: Elven chain Shirt Armor B
Constitution 6: 1d6 ⇒ 3 Failure.
I end my turn and reset my hand.
Hand: Grappler's Mask, Dwarven Earthbreaker +1, Mokmurian’s Club, Surgeon, Kabuto Helmet, Four-Mirror Armor
Displayed:
Deck: 12 Discard: 1 Buried: 1
Notes:
Strength d10 [X]+1 [X] +2 [X] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)"
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon,([ ] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn."
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Middle {Order is not Known}: Katana +1, Tripartite Spear +2, Shock Glaive +1, Dwarven Plate, Helm of the Valkyrie, Knight's Pennon, Scribe, Blessing of Angradd, Blessing of Tsukiyo, Impaler of Thorns
Recharged: Blessing of Iomedae, Blessing of the Samurai
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (3) - BR Turn(1)
"Additional Info 1: Examine another local character deck & may put on bottom
"
Deeper Dungeons 1-10 remain
Reiko - General Store 6-10 remain
Seelah - Treacherous Cave 2-10 remain
Harsk - Warrens 2-10 remain // 2 - Skinsaw Ritual (Barrier 2)
Meliski - Giant Lair CLOSED
Apothecary 1-10 remain

Seelah - notshown |

Out of turn update:
At the start of Mileski’s turn, I display Four-Mirror Armor.

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Out of Turn Updates: Wand of Enervation moved to bottom of Deck
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 4 - Blessings Deck Card 3 / Blessing of the Gods
SOT: None
Give Card: None
Move: XX -> YY
Explore: Move Giant Lair -> Apothecary
Explore: Apothecary Card 1: Enfeeble
Arcane Check DC 6: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8 Auto Success
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster; return it to the top of the deck.
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.
Will discard Cleric of Nethys to examine and rearrange top 2 cards of location and explore
Will put Apothecary Card 3: Tyrant Troll onto top of location deck to explore first
Will put Apothecary Card 2: Acid Arrow below top card of location deck
Will use Life Drain, reduced by 2 since Giant, reveal binder's tome, and bury top card (Cure) to add 1d6 and Fire
Life Drain Spell Combat Check DC 15-2=13: 2d4 + 1d10 + 4 + 1d4 + 1d6 + 1d8 ⇒ (2, 2) + (8) + 4 + (4) + (2) + (6) = 28 Monster defeated
Recharge Life Drain DC 9: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17 Spell is Recharged
Random Card (Cleric of Nethys) is shuffled into deck
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15 Damage dealt by the Tyrant Troll is increased by 2.
Add 1d8 to check to defeat the Tyrant Troll using the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close this location.
Attempt Close check using BoSivanah for Int check
Intelligence Check DC 6: 1d6 + 2d6 ⇒ (5) + (2, 2) = 9 Success
Apothecary is Closed
Will recharge Helm of Telepathy to examine the top card of another character's deck and then that character may shuffle their deck. Seelah's top card is Scribe and may shuffle
EOT: End Turn and Reset hand Discarding Enfeeble
Hand: 1 BoAbadar, Binder's Tome, Wand of Enervation, al2Cleric of Nethys, b1Blessing of Nethys, BoThoth
Displayed:
Deck: 13 Discard: 2 Buried: 1
Notes: When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
1 BoAbadar, Wand of Enervation, BoThoth
Recharged: ar1Helm of Telepathy
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [X] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Role Card: Brawler
Hand Size: 5 [x] 6 [ ]7 [ ]8
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/6/6 = 21
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): 2 total uses remaining due to additional requirements fulfilled. After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (3) - BR Turn(1)
Notes for Seelah: Top card is Scribe..may reshuffle
Additional Info 1: Examine another local character deck & may put on bottom
Additional Info 2: Giant trait monsters reduced by 2
Deeper Dungeons 1-10 remain
Reiko - General Store 6-10 remain
Seelah - Treacherous Cave 2-10 remain
Harsk - Warrens 2-10 remain // 2 - Skinsaw Ritual (Barrier 2)
Giant Lair CLOSED
Meliski - Apothecary CLOSED

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Out of Turn Updates: Wand of Enervation moved to bottom of Deck
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 4 - Blessings Deck Card 3 / Blessing of the Gods
SOT: None
Give Card: None
Move: XX -> YY
Explore: Move Giant Lair -> Apothecary
Explore: Apothecary Card 1: Enfeeble
Arcane Check DC 6: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9 Auto Success
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster; return it to the top of the deck.
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.
Will discard Cleric of Nethys to examine and rearrange top 2 cards of location and explore
Will put Apothecary Card 3: Tyrant Troll onto top of location deck to explore first
Will put Apothecary Card 2: Acid Arrow below top card of location deck
Will use Life Drain, reduced by 2 since Giant, reveal binder's tome, and bury top card (Cure) to add 1d6 and Fire
Life Drain Spell Combat Check DC 15-2=13: 2d4 + 1d10 + 4 + 1d4 + 1d6 + 1d8 ⇒ (3, 4) + (4) + 4 + (4) + (1) + (7) = 27 Monster defeated
Recharge Life Drain DC 9: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (3) = 15 Spell is Recharged
Random Card (Cleric of Nethys) is shuffled into deck
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15 Damage dealt by the Tyrant Troll is increased by 2.
Add 1d8 to check to defeat the Tyrant Troll using the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close this location.
Attempt Close check using BoSivanah for Int check
Intelligence Check DC 6: 1d6 + 2d6 ⇒ (6) + (3, 5) = 14 Success
Apothecary is Closed
Will recharge Helm of Telepathy to examine the top card of another character's deck and then that character may shuffle their deck. Seelah's top card is Scribe and may shuffle
EOT: End Turn and Reset hand Discarding Enfeeble
Hand: 1 BoAbadar, Binder's Tome, Wand of Enervation, al2Cleric of Nethys, b1Blessing of Nethys, BoThoth
Displayed:
Deck: 13 Discard: 2 Buried: 1
Notes: When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
1 BoAbadar, Wand of Enervation, BoThoth
Recharged: ar1Helm of Telepathy
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [X] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Role Card: Brawler
Hand Size: 5 [x] 6 [ ]7 [ ]8
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/6/6 = 21
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): 2 total uses remaining due to additional requirements fulfilled. After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (3) - BR Turn(1)
Notes for Seelah: Top card is Scribe..may reshuffle
Additional Info 1: Examine another local character deck & may put on bottom
Additional Info 2: Giant trait monsters reduced by 2
Deeper Dungeons 1-10 remain
Reiko - General Store 6-10 remain
Seelah - Treacherous Cave 2-10 remain
Harsk - Warrens 2-10 remain // 2 - Skinsaw Ritual (Barrier 2)
Giant Lair CLOSED
Meliski - Apothecary CLOSED

Reiko the Ninja |

Reiko slips out from her hiding place between two shelves. She notes the hour of Lamashtu, and peeks around the corner.
Explore General store card 6: Jakardros Sovark. Reveal tunic.
Ranged 8: 1d10 + 5 + 1 ⇒ (4) + 5 + 1 = 10 Acquired!
Free explore from location power: Faceless Stalker.
BTE Wis 7: 1d6 ⇒ 3 Auto-fail
Reveal dagger and Tunic. Reveal Fluid for poison power. Recharge old salt to add #
Combat 12 + 2 = 14: 1d10 + 5 + 1d4 + 1 + 1 + 1d8 + 1 + 4 ⇒ (2) + 5 + (3) + 1 + 1 + (6) + 1 + 4 = 23 Defeated!
Free explore from location power: War Razor +1.
Str 9: 1d6 ⇒ 4 Auto-fail
Discard Daggermark Poisoner to explore card 9: Tyrant Troll. Reveal and recharge Dagger. Reveal tunic. Reveal fluid for poison power. Bury top card of deck: Wayfinder, to add d6 and Acid.
Combat 15: 1d10 + 5 + 2d4 + 1 + 1 + 1d8 + 1 + 1d6 ⇒ (10) + 5 + (3, 2) + 1 + 1 + (6) + 1 + (2) = 31 Defeated!
Attempt to close, Banish Snakeskin Tunic to close. Add items.
Random items: 1d6 ⇒ 4 Add first 4 items from random section
Acquire first random item: Headband of Inspired Wisdom. Nice!
Use location power to explore next random item: Boots of Elvenkind.
Acro 5: 1d10 + 5 ⇒ (7) + 5 = 12 Auto-acquire.
Use power to banish acquired item to heal 1 card from discard: Bo Urgathoa
And with this last monster attack on the store solved, Reiko takes her payment of the last remaining things on the shelf and leaves.
End turn, reset hand, drawing 3.
Hand: Materialize, Embalming Fluid, Jakardros Sovark , Galvanic Chakram + 1, Elven Chain Shirt, Old Salt,
Displayed:
Deck: 10 Discard: 3 Buried: 2
Notes: Materialize let's me BAMF to your location and take your encounter with a +3. Jakardos adds d4 to not-my combat, or 2d4 vs giants, so pleas use.
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]

Reiko the Ninja |

Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (5) - BR Turn(1)
Additional Info 1: Examine another local character deck & may put on bottom
Additional Info 2: Giant trait monsters reduced by 2
Deeper Dungeons 1-10 remain
Reiko - General Store CLOSED Random item 3 and 4 remain
Seelah - Treacherous Cave 2-10 remain
Harsk - Warrens 2-10 remain // 2 - Skinsaw Ritual (Barrier 2)
Giant Lair CLOSED
Meliski - Apothecary CLOSED

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Turn Order - Reiko, Harsk, Seelah, Meliski
Turn # 6 - Top of Blessings Discards Deck: Blessing of Desna
Give Card: None
Move: Stay at Warrens
Explore: Warrens Card 2 - Skinsaw Ritual (Barrier 2)
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
Location Effect - When you encounter a monster, put a random monster from the box on top of another random open location deck[\ooc]
Random Other Open Location: 1d2 ⇒ 1 - Random Monstor #1 is on top of Deeper Dungeons
Henchman Monster 2
Traits:
Human Cultist
To Defeat:
Combat 11 If undefeated, shuffle the top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
For combat I will use my Ranged Skill and Reveal: Returning Throwing Axe +1 (1d10+1d8+7) I will also Reveal: Archer's Bracers (+2)
I will auto Succeed Combat Check
I will Discard: Retriever to Explore: Warrens Card 3 - Scrying (Spell 3)
I will Auto Fail to Acquire
I will end my turn and Examine: Warrens Card 4 - Tyrant Troll (Henchman 4)
I Discard: Legionnaire Chaplain and Reset my hand to 7
Hand: Cure, Archer's Bracers, Tooled Crocodile Skin, Hatchetbird, Returning Throwing Axe +1 (2), Venomous Hand Crossbow +1, Blessing of Milani (2)
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:Sideboard cards: Dragonbreath Shot, Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [X] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 [X] +1 to a combat check by a character at another location.
[ ] When you move during your move step, you may examine the top card of your new location deck ([ ] and shuffle it into that deck).
[X]When a monster deals damage to you before ([ ] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facesown into the deck ([ ]or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (7) - BR Turn(1)
Notes for Seelah: Top card is Scribe..may reshuffle
Random Card(s) Used: Monster #1
Additional Info 1: Examine another local character deck & may put on bottom
Additional Info 2: Giant trait monsters reduced by 2, Random Monster #1 on top of Deeper Du
Deeper Dungeons 1-11 remain // 11 - Random Monster #1
Reiko - General Store CLOSED Random item 3 and 4 remain
Seelah - Treacherous Cave 2-10 remain
Harsk - Warrens 4 -10 remain // 4 - Tyrant Troll (Henchman 4)
Giant Lair CLOSED
Meliski - Apothecary CLOSED

Seelah - notshown |

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 7 - Card 6: Blessing of the Gods
At the Start of my turn, I examine the top card of my location deck.
Treacherous Cave Card 2: Longbow +1 (Weapon 1). It is a boon, so it goes to the bottom of the deck, and I add 1d6 to my next check this turn.
Give Card: None
Move: Stay at Treacherous Cave
Explore: Treacherous Cave Card 3 - Pit of Malfeshnekor (Barrier 1)
Traits: Cache
To Defeat: None
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish Pit of Malfeshnekor.
The first three random items are:
Headband of Inspired Wisdom (Item 4)
Boots of Elvenkind (Item B)
Cape of Escape (Item B)
Seelah considers the longbow she just discovered; sure, it might be worth a few gold, but if she concerned herself with collecting every bauble she came across, she'd surely lose her path, both spiritually and literally. Casually, she tosses it aside, and is somewhat surprised to see it pass through a wall.
The paladin investigates the illusion, finding herself in a long chamber terminating in a pit. The walls are heavily inscribed with glowing blue runes. Ancient bones lie at the edge of the pit, entangled with the few items that survived the passage of time. A harsh, raspy whisper floats up from the pit.
“Approach, brave one. Fear not those runes, for they are meant for me, and not you.”
Seelah approaches slowly. The hue of the runes warms to violet as she nears the pit. From what she hopes is a safe distance, she lifts herself on tiptoes, peeking over the edge of the pit. The whisperer's head comes in to view: a feral mix of lupine and goblinoid features.
“My, aren't you a tasty snack?” it growls.
“I beg your pardon?”
“Er, I mean, before you are three magic items, each very powerful. You may choose one. The first is -“
“Thanks, fiend. I'll take it.” Seelah quickly snatches the headband. Instantly, the runes flash red and fire engulphs everything at the edge of the pit, including Seelah.
Fire damage: 1d4 + 1 ⇒ (1) + 1 = 2 I recharge Four-Mirror Armor to reduce the damage by 2.
The barghest's arms are outstretched, as if prepared to catch Seelah as she falls. The paladin calmly sets the headband on her head and stowes her singed armor, never breaking eye contact with the fiend. She strolls out of the hidden chamber, chased by the impotent screams of the barghest.
I discard Surgeon to explore Card 4: Magic Spyglass (Item 4).
I reveal Headband of Inspired Wisdom and apply my 1d6 to this, my first check of this turn.
Wisdom Divine 8: 1d8 + 3 + 1d6 + 2 ⇒ (1) + 3 + (6) + 2 = 12 Acquired!
I discard Magic Spyglass to examine the top three cards of my location deck and put them back in any order.
Treacherous Cave Card 5: Warlord (Monster B)
Treacherous Cave Card 6: Tyrant Troll (Henchman 4)
Treacherous Cave Card 7: another Magic Spyglass (Item 4)
I reverse the order of the three cards: 7 on top, then 6, then 5.
I end my turn; no need to reset my hand.
Hand: Grappler's Mask, Dwarven Earthbreaker +1, Mokmurian’s Club, Surgeon, Kabuto Helmet, zHeadband of Inspired Wisdom
Displayed:
Deck: 13 Discard: 2 Buried: 1
Notes:
Strength d10 [X]+1 [X] +2 [X] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)"
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon,([ ] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn."
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Middle {Order is not Known}: Katana +1 Tripartite Spear +2 Shock Glaive +1 Dwarven Plate Helm of the Valkyrie Knight's Pennon Scribe Blessing of the Samurai Blessing of Iomedae Blessing of Angradd Blessing of Angradd Impaler of Thorns
Recharged: Four-Mirror Armor
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (5) - BR Turn(1)
"Notes for Seelah: Top card is Scribe..may reshuffle
Random Card(s) Used: Monster #1
Additional Info 1: Examine another local character deck & may put on bottom
Additional Info 2: Giant trait monsters reduced by 2, Random Monster #1 on top of Deeper Du"
Deeper Dungeons 1-11 remain // 11: Random Monster #1
Reiko - General Store CLOSED Random item 3 and 4 remain
Seelah - Treacherous Cave 7, 6, 5, 8-10 remain // 7: Magic Spyglass, 6: Tyrant Troll; 5: Warlord
Harsk - Warrens 4 -10 remain // 4: Tyrant Troll (Henchman 4)
Giant Lair CLOSED
Meliski - Apothecary CLOSED

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 8- Blessings Deck Card 7 / Blessing of the Gods
SOT: None
Give Card: None
Move: Apothecary-> Treacherous Cave
Explore: Treacherous Cave Card 7: Magic Spyglass reveal Tome
Arcane Check DC 8: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9 Success
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.
Will discard spyglass hoping 3rd card is a weapon..it is not..it is Treacherous Cave Card 8: Harpy so keep order same
Will dicard BoAbadar to explore.
Explore: Treacherous Cave Card 6: Tyrant Troll using wand of enervation first. Due to giant lair closed reduced by another 2
Zzzzappp!!! Enverated Troll: 1d4 + 4 ⇒ (2) + 4 = 6 Reduced by 6
Arcane Check DC 8: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (4) = 10 Wand is recharged
Will bury top card (2 BoAbadar_ to add fire for another d8
Melee Combat Check DC 15-2-6=7: 1d8 + 2 + 1d6 + 1d8 ⇒ (8) + 2 + (1) + (5) = 16 Success
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15 Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Will discard BoThoth for 2 dice
Wisdom Check DC 7: 1d6 + 2d6 ⇒ (2) + (5, 6) = 13 Success
Treacherous Cave is closed!
giant trait monsters reduced by 2
EOT: End Turn and Reset hand
Hand: BoMilani, Binder's Tome, s2IceandFire, al2Cleric of Nethys, b1Blessing of Nethys, s3Life Drain
Displayed:
Deck: 10 Discard: 5 Buried: 2
Notes: When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
BoMilani, b1Blessing of Nethys
Recharged: ar1Helm of Telepathy, Wand of Enervation
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [X] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Role Card: Brawler
Hand Size: 5 [x] 6 [ ]7 [ ]8
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/6/6 = 21
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): 2 total uses remaining due to additional requirements fulfilled. After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (5) - BR Turn(1)
Random Card(s) Used: Monster #1, Items 1-2 (3 & 4 at Store)
Additional Info 1: Examine another local character deck & may put on bottom
Additional Info 2: Giant trait monsters reduced by 2, Random Monster #1 on top of Deeper Du
Deeper Dungeons 11,1-10 remain // 11: Random Monster #1
Reiko - General Store CLOSED Random item 3 and 4 remain
Seelah, Meliski - Treacherous Cave CLOSED
Harsk - Warrens 4 -10 remain // 4: Tyrant Troll (Henchman 4)
Giant Lair CLOSED
Apothecary CLOSED

Reiko the Ninja |

"Leave the dungeons to me!"
Turn:9. Hour is Blessing deck card 8: Calistria
Order: Harsk, Seelah, Meliski, Reiko
Move: to Deeper Dungeons.
Explore: Top card is random monster 1: Scout. BtE Ranged Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Reveal chain shirt to reduce it to 0. Reveal Chakram, and reveal fluid for poison power.
Combat 8 + 4 + 1 = 13: 1d10 + 5 + 1d8 + 1 + 1d8 + 1 ⇒ (8) + 5 + (4) + 1 + (6) + 1 = 25 Defeated!
Discard Old Salt to explore card 1: Zombie Horde. Each character at an open location (ie, Me and Harsk) summon and encounter a Zombie Minion henchman
Henchman 2
Type: Monster
Traits: Undead, Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
For Zombie, reveal Chakram.
Combat 9 + 1 = 10: 1d10 + 5 + 1d8 + 1 ⇒ (1) + 5 + (4) + 1 = 11
Discard Jakardros to explore card 2: Grazuul. Reveal Chakram and fluid for poison power. Bury top card to add fire + d6 (+ d8): Venomous Fighting Fan +1
Combat 16 + 1 = 17: 1d10 + 5 + 1d8 + 1 + 1d8 + 1 + 1d6 + 1d8 ⇒ (2) + 5 + (8) + 1 + (1) + 1 + (6) + (1) = 25 Defeated!
End turn. Reset hand, recharging Chain Shirt, and drawing 3

Reiko the Ninja |

Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (10) - BR Turn(1)
Notes for Harsk: Need to fight zombie minion
Random Card(s) Used: Monster #1, Items 1-2 (3 & 4 at Store)
Additional Info 1: Examine another local character deck & may put on bottom
Additional Info 2: Giant trait monsters reduced by 2, Random Monster #1 on top of Deeper Du
Reiko - Deeper Dungeons 3-10 remain
General Store CLOSED Random item 3 and 4 remain
Seelah, Meliski - Treacherous Cave CLOSED
Harsk - Warrens 4 -10 remain // 4: Tyrant Troll (Henchman 4)
Giant Lair CLOSED
Apothecary CLOSED

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Out of Turn update -
Encounter - Zombie Minion
Locaton Effect - Random Monster #2 is placed at the top of Deeper Dungeons
Henchman 2
Type: Monster
Traits: Undead, Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
For combat I will use my Ranged Skill and Reveal: Returning Throwing Axe +1 (1d10+1d8+7) I will also Reveal: Archer's Bracers (+2)
I will auto Succeed Combat Check
End Out of Turn update

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Turn Order - Reiko, Harsk, Seelah, Meliski
Turn # 10 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Stay at Warrens
Explore: Warrens Card 4 - Tyrant Troll (Henchman 4)
Location Effect - Random Monster #3 is placed at the top of Deeper Dungeons
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15 Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
For Combat Check Tyrant Troll Check is -2
Scenario Effect I will Burry the top card of my deck to add 1d6 and the Fire trait to my check - Returning Throwing Axe +1 (1)
For Combat I will use my Ranged Skill and Reveal: Returning Throwing Axe +1 (2) (1d10+1d8+7), I will Recharge Returning Throwing Axe +1 (1d6) I will I will Reveal: Archer's Bracers (+2), +1d8 for using Fire trait
I will Auto Succeed at Combat Check
I will attempt to Close Warrens - Succeed at a Dexterity or Acrobatics 6 check.
I will Discard:Blessing of Milani (2) to add 1 die to check
Close Warrens - Dexterity DC 6: 2d10 + 3 ⇒ (2, 4) + 3 = 9 - Success
Warrens is Closed
I will end my turn and Reset my hand to 7
Hand: Cure, Archer's Bracers, Tooled Crocodile Skin, Hatchetbird, Gem of Physical Prowess, Venomous Hand Crossbow +1, Masterwork Tools
Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:Sideboard cards: Dragonbreath Shot, Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [X] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 [X] +1 to a combat check by a character at another location.
[ ] When you move during your move step, you may examine the top card of your new location deck ([ ] and shuffle it into that deck).
[X]When a monster deals damage to you before ([ ] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facesown into the deck ([ ]or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

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Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (11) - BR Turn(1)
Random Card(s) Used: Monster #1 2 and 3, Items 1-2 (3 & 4 at Store)
Additional Info 1: Examine another local character deck & may put on bottom, Giant trait monsters reduced by 2
Additional Info 2: Random Monster #3 on top of Deeper Dungeons and Random Monster #2 is 2nd Card of Deeper Dungeons
Reiko - Deeper Dungeons 11, 12, 3-10 remain // 11- Random Monster #3, 12 - Random Monster #2
General Store CLOSED Random item 3 and 4 remain
Seelah, Meliski - Treacherous Cave CLOSED
Harsk - Warrens CLOSED
Giant Lair CLOSED
Apothecary CLOSED

Seelah - notshown. |

Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 11 - Blessings Deck Card 10 / Blessing of Iomedae
SOT: None
Give Card: None
Move: Treacherous Cave -> Deeper Dungeon
Explore: Random Monster#3 - Faceless Stalker revealing Headband for wisdom check and +2 BYA and revealing club for combat
Wisdom Check DC 7: 1d8 + 2 + 2 + 2 ⇒ (8) + 2 + 2 + 2 = 14 Auto Success
Melee Combat Check DC 12: 2d10 + 7 ⇒ (9, 4) + 7 = 20 Success
Recharge Random card (Hatchetbird)
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Will discard surgeon to explore
Explore: Random Monster 2: Ghost reveal magic club
Melee Combat Check DC 12: 2d10 + 7 ⇒ (3, 7) + 7 = 17 Success
Recharge Random card (Surgeon)
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
EOT: End Turn and Reset hand Discarding Earthbreaker
Hand: Grappler's Mask, Mokmurian’s Club, Kabuto Helmet, zHeadband of Inspired Wisdom, Blessing of Angradd, Dwarven Plate
Displayed:
Deck: 13 Discard: 2 Buried: 1
Notes: Add 2 to BYA checks if local
Blessing of Angradd
Strength d10 [X]+1 [X] +2 [X] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)"
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon,([ ] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn."
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Middle {Order is not Known}: Katana +1, Tripartite Spear +2, Shock Glaive +1, Helm of the Valkyrie, Knight's Pennon, Scribe, Blessing of the Samurai, Blessing of Iomedae, Blessing of Tsukiyo, Impaler of Thorns
Recharged: Four-Mirror Armor, Hatchet Bird, Surgeon
Discard Pile:
Buried Pile:

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 12 - Blessings Deck Card 11 / Blessing of the Gods
SOT: None
Give Card: None
Move: Treacherous Cave -> Deeper Dungeon
Explore: Deeper Dungeons Card 3: Ambush
Wisdom Check DC 9+4=13: 1d6 + 0 ⇒ (4) + 0 = 4 No Success
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Ambushed by Deeper Dungeons Card 4: Tickwood Boar . Seelah adds 2 for BYA and will use life drain and tome and bury top card (fly) to add d6 and Fire
Wisdom Check DC 7: 1d6 + 2 ⇒ (5) + 2 = 7 Success
Life Drain Spell Combat Check DC 8: 2d4 + 1d10 + 4 + 1d4 + 1d6 - 4 ⇒ (2, 1) + (5) + 4 + (4) + (2) - 4 = 14 Monster defeated
Recharge Life Drain DC 9: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15 Spell is Recharged
Random Card (Magic Spyglass) is shuffled into deck
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.
Since next card was monster not bothering to shuffle since not known/random
Will discard a2Cleric of Nethys to examine and rearrange top 2 cards of location and explore
Will put Deeper Dungeons Card 5: Tyrant Troll onto top of location deck to explore first
Will put Deeper Dungeons Card 6: Hag below top card of location deck
Adding both Ice and Fire unless resistant/immune. reveal tome and Burying top card
(Vampire Bat) to add acid and Giant is 2 less due to giant lair
Ice and Fire Spell Combat Check DC 15-2=13: 2d8 + 1d10 + 7 + 1d4 + 1d6 ⇒ (4, 7) + (8) + 7 + (2) + (6) = 34 Monster defeated
Recharge Ice and Fire DC 12: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (1) = 7 Spell is dicarded
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15 Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Will discard BoMilani and Seelah will recharge Angradd for Con 8 check to close
Constitution Check DC 8: 1d6 + 2d6 ⇒ (2) + (2, 2) = 6 Not Quite
Will shuffle Binder's Tome to reroll a die for a check
Constitution Check DC 8: 1d6 + 4 ⇒ (6) + 4 = 10 Success
Deeper Dungeon is closed and We victory achieved!

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Well that was quick.
Deck Upgrades:
Jakardros Sovark (Ally 3)
Elven Chain Shirt (Armor 1)
Magic Spyglass (Item 4)
Headband of Inspired Wisdom (Item 4)
Magic Spyglass (Item 4)
Boots of Elvenkind (Item B)
Enfeeble (Spell 1)
Dagger +1 (Weapon 1)
Everyone chose Ally except for Meliski who chose Blessing:
Blessing of Shelyn (Blessing B)
Cat (Ally 3)
Sheriff Hemlock (Ally B)
Cyrdak Drokkus (Ally 1)

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Reward:
Each character chooses armor, ally, or blessing and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
Development:
You fended off the furious trolls, who obviously didn’t care
that you had nothing to do with the repeated agony to
which Alaznist subjected them, let alone the thousands of years
they spent in magically induced stasis. The cruelties the trolls
endured in the name of research are nearly too immense to
comprehend, based on the runelord’s notes. Much of it seemed
to be just for Alaznist’s amusement.
Your mind wanders to the details you read before the trolls
attacked, and you recall mentions of great investments sunk into
the areas beyond. If the treasures you’ve already found weren’t even
worth mentioning in the parchments, the riches that lie ahead must
be truly valuable indeed. That familiar nagging returns to your
thoughts—you must rush forward before others steal your hard
earned prizes!
2-4C: What Poison Hath Wrought
Read the Following Aloud:
Powering through the Wrathworks has been no easy task, but
the farther you adventure into this treacherous place, the
more that a pounding covetousness drives you. You now
have evidence from Alaznist’s notes that tremendous wealth lies
deeper in the Wrathworks, and you want it. You desperately need
it, not because of simple avarice, but because you have gained a
deep understanding of the runelords’ power and resources, and you
intend to claim their legacies for yourself. You know, deep in your
belly, that you deserve nothing less. And nothing will stop you from
taking what’s yours.
Winding through the maze-like corridors, though, it’s
becoming difficult to imagine that great spoils are still truly at
hand. Here and there, the ceilings are caving in. In a few places,
you have to crawl over collapsed corners and bash down rotten
doors. You’re beginning to feel like a fool for your excitement.
Until you see it.
Suddenly, the crumbling tunnels give way to a magnificent
sight. Before you is a room with dusty, marble-lined walls fronted
by elaborately carved workbenches. On these are what seem to
be ancient alchemy labs, complete with gold-plated equipment
and boxes full of loose gemstones—material components for the
strange magic once practiced here, you assume.
Scattered throughout the laboratory are the remains of those
who likely worked here all those millennia ago. It’s a grisly scene,
but the bones and strangely bloated entrails seem just as dusty
as the rest of the room. A sense of urgency pulls you toward the
glittering prizes; they must be yours before anyone else comes to
claim them.
Looking up into the gloom beyond, your fingers buried in the
boxes of gems, you notice subtle but chilling movement in the
shadows. And are those bones stirring? This might not be as easy
as you thought!

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During This Adventure:
During This Scenario: 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.
Additional Rules:
Henchman
Type: Monster
Traits: Rogue Undead
To Defeat: Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage. Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards. If the check to defeat has the Piercing trait, subtract 3. If defeated, you may immediately attempt to close the location this henchman came from.
None Villain 4
Type: Monster
Traits: Monk Mummy Undead
To Defeat: Combat 20
The Black Monk is immune to the Mental and Poison traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4. If undefeated, after the encounter, bury your discard pile.
Scenario Level (#): 4
Turn: 0
Monsters
None
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
None
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.
None
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10
Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.
None
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
None
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12
If undefeated, shuffle the Redcap into a random open location deck.
Barriers
None
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
None
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
None
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.
None
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
None
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.
Weapons
None
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
None
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
None
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
None
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.
None
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.
Spells
None
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
None
Spell 3
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
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.
None
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
None
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
None
Spell 3
Traits:
Arcane
Attack
Divine
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armors
None
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
None
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3
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 heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
None
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.
None
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.
None
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Items
None
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
None
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
None
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.
None
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
None
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.
Allies
None
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.
None
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.
None
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
None
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
None
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Perception 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Blessings
None
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.
None
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.
None
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.
None
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.
None
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
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.
Top of Blessing Discard Pile:
Traits: To Acquire:
Blessings Remaining: 30
[b]Blessings Deck
Location #1: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: 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: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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Meliski - 2-4C: What Poison Hath Wrought
Loot
2-3D: Replace Byzantine Lexicon with Wand of Enervation
Starting Location
Desecrated Vault
Starting Hand - Choosing Item as favored card
Hand: b1Blessing of Nethys, 2 BoAbadar, s6Scrying, Binder's Tome, Vampire Bat, Old Salt, s1Cure
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
s1Cure, 2 BoAbadar, s6Scrying
Recharged:
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [X] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Role Card: Brawler
Hand Size: 5 [x] 6 [x]7 [ ]8
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/6/6 = 21
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): 2 total uses remaining due to additional requirements fulfilled. After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.

Reiko the Ninja |

Reiko will start at the Mill. Choose poison as favored card as usual and draw starting hand.
Hand: Bo Horus, Bo Urgathoa, Chain Vortex, Master Cartman, Embalming Fluid, Staff of Minor Healing,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessings available: Horus bless x2 on Dex non-combat and Electricity, Urgathoa bless x2 on Fort or vs. Undead
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]

Seelah - notshown |

Starting Hand
Seelah - 2-4C: What Poison Hath Wrought
Loot
2-2E: Replace Cat-o'-Nine-Tails with Impaler of Thorns.
2-4A: Replace Cold Iron Mace +1 with Mokmurian’s Club.
Starting Location
General Store
Starting Hand
Favored Card: Weapon
Hand: Blessing of Angradd, Blessing of Iomedae, Grappler's Mask, Four-Mirror Armor, Shock Glaive +1, Katana +1, Mokmurian’s Club
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Add 2 to BYA checks if local
Blessing of Angradd, Blessing of Iomedae
Strength d10 [X]+1 [X] +2 [X] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)"
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon,([ ] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn."
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Middle {Order is not Known}: Tripartite Spear +2 Dwarven Earthbreaker +1 Cure Dwarven Plate Kabuto Helmet Helm of the Valkyrie Knight's Pennon Hatchet Bird Scribe Surgeon Surgeon Blessing of Tsukiyo Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:
At the start of Reiko's turn, I display Four-Mirror Armor.

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Harsk - 2-4C: What Poison Hath Wrought
Loot -
None
Starting Location -
Location #3: Junk Beach
Starting Hand -
Hand: Blessing of Angradd, Blessing of Abadar, Returning Throwing Axe +1 (1), Tooled Crocodile Skin, Returning Throwing Axe +1 (2), Masterwork Tools, Blessing of Milani (2)
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of Abadar, Blessing of Milani (2)Sideboard cards: Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [X] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 [X] +1 to a combat check by a character at another location.
[ ] When you move during your move step, you may examine the top card of your new location deck ([ ] and shuffle it into that deck).
[X]When a monster deals damage to you before ([X] or after)you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facesown into the deck ([ ]or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

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During This Adventure:
During This Scenario: 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.
Additional Rules:
Henchman
Type: Monster
Traits: Rogue Undead
To Defeat: Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage. Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards. If the check to defeat has the Piercing trait, subtract 3. If defeated, you may immediately attempt to close the location this henchman came from.
None Villain 4
Type: Monster
Traits: Monk Mummy Undead
To Defeat: Combat 20
The Black Monk is immune to the Mental and Poison traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4. If undefeated, after the encounter, bury your discard pile.
Scenario Level (#): 4
Turn: 1, Reiko/eddiephlash
Monsters
RotR
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
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.
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.
RotR
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.
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.
Barriers
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
RotR
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
RotR
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
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
RotR
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
RotR
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
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.
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.
RotR
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
Spells
RotR
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
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.
RotR
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
RotR
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
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.
Armors
RotR
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
RotR
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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.
RotR
Armor B
Traits:
Elite
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.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3
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 heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Items
RotR
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
RotR
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
RotR
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
RotR
Item B
Traits:
Basic
Book To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Allies
RotR
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
RotR
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
RotR
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Blessings
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.
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.
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.
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.
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.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 29
Blessings Deck
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.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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.
RotR
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
RotR
Villain 4
Type: Monster
Traits:
Monk
Mummy
Undead
To Defeat:
Combat 20
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.
RotR
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
RotR
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
RotR
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
RotR
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
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.
RotR
Barrier 4
Traits:
Arcane
Lock
Magic
To Defeat:
Intelligence
Arcane 13
OR Combat 26
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12
The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Location #2: General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
RotR
Item B
Traits:
Elite
Tool To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
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.
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.
RotR
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if 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.
RotR
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
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.
RotR
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
RotR
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3
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 heavy armors, bury this card instead.
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
RotR
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
Wisdom
Perception 9
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
RotR
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
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.
RotR
Monster B
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.
RotR
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Location #4: Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Spell B
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
RotR
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
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
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
RotR
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 8
Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
Discard this card to explore your location.
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.
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.
RotR
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
RotR
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Location #5: 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: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
RotR
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
RotR
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
RotR
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
RotR
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
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.
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
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.
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
RotR
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11
After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.
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.
RotR
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
RotR
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
RotR
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
RotR
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. 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 to a combat check at another location.

Reiko the Ninja |

Treasures abound!
Hour is Erastil. Display Master Cartman. Explore Mill card 1: Blessing of the Gods. Auto-acquire.
Discard BotG to explore card 2: Mercenary. Cast Chain vortex, and reveal Embalming fluid for poison power.
Combat 10 + 4 = 14: 1d10 + 6 + 2d6 + 1d8 + 1 ⇒ (4) + 6 + (6, 6) + (8) + 1 = 31 Defeated.
Recharge SoMH to recharge Chain vortex. Discard Co Urgathoa to explore card 3: Donkey Rats. Evade.
Reiko explores the mill, and is surprised to find another living creature, but not for long. She disappears into a swirling blaze of chains and the merc goes down without much of a fight. Reiko then slips into the shadows to sneak around some nasty creatures and prep for her next battle.
End turn. Reset hand, drawing 4
Hand: Bo Horus, Embalming Fluid, Adamantine Sai +2, Daggermark Poisoner, Venomous Fighting Fan +1, Sacred Candle,
Displayed: Master Cartman,
Deck: 10 Discard: 1 Buried: 0
Notes: Blessings available: Horus bless x2 on Dex non-combat and Electricity
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]

Reiko the Ninja |

Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (2) - BR Turn(1)
Meliski - Desecrated Vault 1-10 remain
Seelah - General Store 1-10 remain
Harsk - Junk Beach 1-10 remain
Glassworks 1-10 remain
Warrens 1-10 remain
Reiko - Mill 3-10 shuffled remain // 3 is Donkey Rats.

![]() |

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn # 2 - Top of Blessings Discards Deck: Blessing of Lamashtu
Give Card: None
Move: Stay at Junk Beach
Explore: Junk Beach Card 1 - 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.
I will discard Blessing of Angradd to add 1 die to check
Acquire Wand of Shield - Intelligence DC 7: 2d6 ⇒ (5, 5) = 10 - Acquired
I will Use the location rule and Banish: Wand of Shield to draw a random item from the box - Headband of Alluring Charisma (Item 3)
I will end my turn and Examine: Junk Beach Card 2 - Wand of Scorching Ray (Item 3)
Hand is at 7
Hand: zHeadband of Alluring Charisma, Blessing of Abadar, Returning Throwing Axe +1 (1), Tooled Crocodile Skin, Returning Throwing Axe +1 (2), Masterwork Tools, Blessing of Milani (2)
Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of Abadar, Blessing of Milani (2)Sideboard cards: Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [X] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 [X] +1 to a combat check by a character at another location.
[ ] When you move during your move step, you may examine the top card of your new location deck ([ ] and shuffle it into that deck).
[X]When a monster deals damage to you before ([X] or after)you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facesown into the deck ([ ]or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (3) - BR Turn(1)
Random Card(s) Used: Item #1
Meliski - Desecrated Vault 1-10 remain
Seelah - General Store 1-10 remain
Harsk - Junk Beach 2-10 remain // 2 - Wand of Schorching Ray (Item 3)
Glassworks 1-10 remain
Warrens 1-10 remain
Reiko - Mill 3-10 shuffled remain // 3 is Donkey Rats.

Seelah - notshown |

Turn Template
Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 3 - Card 2: Blessing of Abadar
At the Start of my turn, I examine the top card of my location deck.
General Store Card 1: Flaming Mace (Weapon B). It is a boon, so it goes to the bottom of the deck, and I add 1d6 to my next check this turn.
Give Card: None
Move: Stay at General Store
Explore: General Store Card 2 - Undead Poisoner (Henchman 4)
Type: Monster
Traits: Rogue Undead
To Defeat: Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
For BYA check, I add 1d6 (dropped a boon) + 2 (BYA skill).
Fortutide 9: 1d6 + 1d6 + 2 ⇒ (5) + (2) + 2 = 9
Strength Melee 1d10+5
Mokmurian’s Club 1d10+2
Discard Shock Glaive +1 to activate MokClub power 1d10
Harsk's artillery support 1d4+1
Combat 18: 1d10 + 5 + 1d10 + 2 + 1d10 + 1d4 + 1 ⇒ (3) + 5 + (6) + 2 + (1) + (2) + 1 = 20 Victory!
I defeated a monster while using the Club, so I recharge a random card from discard (Shock Glaive is the only discarded card).
To close the location, I banish Katana +1.
Random items: 1d6 ⇒ 1
I automatically acquire Potion of Hiding (Random Item 2).
I end my turn and reset my hand.
Hand: Blessing of Angradd, Blessing of Iomedae, Grappler's Mask, Mokmurian’s Club, zPotion of Hiding, Knight's Pennon, Kabuto Helmet
Displayed: Four-Mirror Armor
Deck: 12 Discard: 0 Buried: 0
"Notes: Add 2 to BYA checks if local
Knight's Pennon is in my hand!"
Blessing of Angradd, Blessing of IomedaeSideboard cards: Katana +1;
Strength d10 [X]+1 [X] +2 [X] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)"
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon,([ ] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn."
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Middle {Order is not Known}: Tripartite Spear +2 Dwarven Earthbreaker +1 Cure Dwarven Plate Helm of the Valkyrie Hatchet Bird Scribe Surgeon Blessing of the Samurai Blessing of Tsukiyo Blessing of Tsukiyo
Recharged: Shock Glaive +1
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (3) - BR Turn(1)
Random Card(s) Used: Item #1
Meliski - Desecrated Vault 1-10 remain
Seelah - General Store CLOSED
Harsk - Junk Beach 2-10 remain // 2 - Wand of Schorching Ray (Item 3)
Glassworks 1-10 remain
Warrens 1-10 remain
Reiko - Mill 3-10 shuffled remain // 3 is Donkey Rats.

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Out of Turn Updates: Near end of Seelah's turn
Will discard Scrying spell to choose card type Spell and examine top 3 cards of location Glassworks
Glassworks Card 1: Lightning Touch
Glassworks Card 2: Goblin Snake
Glassworks Card 3: Hill Giant
Will then choose to put chosen card types on Bottom of deck and shuffle
Recharge Scrying DC 12 with Tome: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8 Not Quite
Will shuffle cure to reroll a die for a check
Recharge Scrying DC 12 with Tome: 1d10 + 7 ⇒ (7) + 7 = 14 Scrying spell is recharged
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 4 - Blessings Deck Card 3 Meliski/Zalarian
Blessing of Norgorber
SOT: May examine top of character Seelah's deck and may exchange card in hand for it. Leaving Helm of the Valkyrie on the top
Give Card: None
Move: Stay at Desecrated vault
Explore: Blessing of the Gods - acquired
Will discard b1Blessing of Nethys to examine and rearrange top 2 cards of location and explore
Will put Desecrated Vault Card 2: Ghoul onto top of location deck to explore first
Will put Desecrated Vault Card 3: The Black Monk below top card of location deck
Asking Harsk to recharge card for fire support
Melee Combat Check DC 11: 1d8 + 2 + 1d6 + 1d4 + 1 ⇒ (5) + 2 + (3) + (4) + 1 = 15 Success
Random Roll since Undead: 1d6 ⇒ 5 Ghoul is banished
RotR
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Will use Vampirebat to recharge, examine, and then heal 1 card.
another character at your location, then you may exchange it for a
card in your hand.
EOT: End Turn and Reset hand
"
Hand: Binder's Tome, Old Salt, 2 BoAbadar, BotG, al2Cleric of Nethys, BoThoth, i2Wand of Flying,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Die Bumps: 4
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
Movement: Move me to the Academy if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): al1Bound Lantern Archon, s4Fire Snake, b1Blessing of Nethys, BoMilani, s1Cure, s2IceandFire, s6Scrying, Byzantine Lexicon, s5Fly, Headband of Alluring Charisma, ar1Helm of Telepathy, Vampire Bat, s3Life Drain, BoSivanah, Wand of Enervation, 1 BoAbadar
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Divine
POWERS:
When a character at your location would fail a check, you may recharge a card([x] or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. ([x] Then you may shuffle the location deck.)
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.

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After Reiko's SOT:
Will bury wand of fly to examine 2 locations and optionally may move a character at current location to different location
Warrens Card 1: Dogslicer +1 Weapon 1
Random Glassworks card: 1d9 + 1 ⇒ (7) + 1 = 8 Glassworks Card 8: Potion of Energy Resistance
Move character Meliski to location Warrens
Recharge Wand of Flying DC 12 with Tome: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (4) = 18 Wand is recharged
"
Hand: Binder's Tome, Old Salt, 2 BoAbadar, BotG, al2Cleric of Nethys, BoThoth,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Die Bumps: 4
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
Movement: Move me to the Academy if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Vampire Bat, s2IceandFire, ar1Helm of Telepathy, s3Life Drain, BoSivanah, al1Bound Lantern Archon, s1Cure, Wand of Enervation, 1 BoAbadar, Byzantine Lexicon, b1Blessing of Nethys, s6Scrying, s5Fly, Headband of Alluring Charisma, s4Fire Snake, BoMilani
Recharged: i2Wand of Flying,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Divine
POWERS:
When a character at your location would fail a check, you may recharge a card([x] or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. ([x] Then you may shuffle the location deck.)
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (3) - BR Turn(1)
Notes for Harsk: Recharge card for Seelah; recharge card for Meliski
Random Card(s) Used: Item #1
Desecrated Vault 3-10 remain // 3=Black Monk (Villain)
Seelah - General Store CLOSED
Harsk - Junk Beach 2-10 remain // 2 - Wand of Schorching Ray (Item 3)
Glassworks 8, (random 2-7,9,10),1 remain // 1=Lightning Touch (SpB), 8=Potion of Energy Resistance (IB)
Meliski - Warrens 1-10 remain // 1=Dogslicer +1 (W1)
Reiko - Mill 3, (random 4-10) remain // 3 is Donkey Rats.

Reiko the Ninja |

Start turn 5. Hour is Gozreh. Explore random Mill card: 1d8 + 2 ⇒ (8) + 2 = 10 Longbow +1.
Ranged 9: 1d10 + 5 ⇒ (8) + 5 = 13 Acquired!
Discard DAggermark Poisoner to explore next card: 1d7 + 2 ⇒ (4) + 2 = 6 Battered Chest. Reveal E. Fluid for poison power.
Dex 10: 1d10 + 3 + 1d8 + 1 ⇒ (2) + 3 + (1) + 1 = 7 Undefeated. Banished.
Bury Sacred candle to draw Blessing of Gozreh. Discard it to explore next card: 1d7 + 2 ⇒ (2) + 2 = 4 Locked Stone Door. Reveal and recharge Venomous Fighting fan +1 (slashing, so location adds 2), Reveal E. Fluid for poison power. Use Harsk's Bo Abadar for 2 more dice.
Combat 22 + 4 = 26: 3d10 + 6 + 1d4 + 1 + 1d12 + 2 ⇒ (3, 9, 7) + 6 + (4) + 1 + (6) + 2 = 38 Defeated!
examine top card: 1d7 + 2 ⇒ (7) + 2 = 9 Bracers of Protection
Move to bottom of deck
End turn. Reset hand, drawing 3
Hand: Embalming Fluid, Adamantine Sai +2, Longbow +1 , Old Salt, Bo Norgorber, Materialize,
Displayed: Master Cartman,
Deck: 8 Discard: 4 Buried: 1
Notes: Lonbow can add 1d4 + 1 to distant combat check. Norgorber bless x2 on acquisition. Materialize lets me bamf into your location and take your ebcounter at +3.
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (6) - BR Turn(1)
Notes for Harsk: Recharge card for Seelah; recharge card for Meliski. Use Bo Abadar for Reiko
Random Card(s) Used: Item #1
Desecrated Vault 3-10 remain // 3=Black Monk (Villain)
Seelah - General Store CLOSED
Harsk - Junk Beach 2-10 remain // 2 - Wand of Schorching Ray (Item 3)
Glassworks 8, (random 2-7,9,10),1 remain // 1=Lightning Touch (SpB), 8=Potion of Energy Resistance (IB)
Meliski - Warrens 1-10 remain // 1=Dogslicer +1 (W1)
Reiko - Mill (random 3, 5, 7, 8), 9 remain // 3=Donkey Rats, 9=Bracers of Protection