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Lightning Touch is a basic spell and should have been removed..per chat, it was replaced with Fiery Weapon Spell 1.

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Goblin Dog is also Basic and was replaced with Grazuul.
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: 5, Reiko/eddiephlash
Monsters
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 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
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 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Barriers
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
RotR
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
RotR
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
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 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.
Weapons
RotR
Weapon B
Traits:
Magic
Melee
Slashing
Sword 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
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
RotR
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.
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.
RotR
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.
Spells
RotR
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.
RotR
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
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.
RotR
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
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.
Armors
RotR
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.
RotR
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 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.
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 B
Traits:
Object To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
RotR
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.
RotR
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.
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
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.
Allies
RotR
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 9
Place this card on top of your deck to examine the top card of a location deck.
RotR
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
RotR
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
RotR
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
RotR
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Blessings
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 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.
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.
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:
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.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 25
Blessings Deck
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: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, None
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 4
Traits:
Dragon
To Defeat:
Combat 16
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
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 an Acrobatics 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
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:
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.
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.
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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seelah/notshown, 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: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None
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.
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
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
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.
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.
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
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.
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
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.
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
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
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
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.
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
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
RotR
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
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
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.
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
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
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
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.
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.
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
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.
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 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
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.
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: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
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
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
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
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.
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.

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Out of Turn Updates: Recharge: Returning Throwing Axe +1 for Seelah, Recharge: zHeadband of Alluring Charisma for Meliski, and Discard: Blessing of Abadar for Reiko
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 6 - Top of Blessings Discards Deck: Blessing of Calistria
Give Card: None
Move: Stay at Junk Beach
Explore: Junk Beach Card 1 - Wand of Scorching Ray (Item 3)
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.
I will use Intelligence Skill for 1d6 and Blessing of Norgorber from Reiko for 2 more die
Acquire Wand of Scorching Ray - Intelligence DC 8: 3d6 ⇒ (3, 5, 6) = 14 - Acquired
I will end my turn and Examine: Junk Beach Card 2 - Undead Poisoner (Henchman 4). I will reset my hand to 7 (Draw 2 Cards)
Hand: zWand of Scorching Ray, Blessing of Tsukiyo, Archer's Bracers, Tooled Crocodile Skin, Returning Throwing Axe +1 (2), Masterwork Tools, Blessing of Milani (2)
Displayed:
Deck: 14 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:
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 Milani (1) Blessing of Cayden Cailean (1) Legionnaire Chaplain Monkey Hatchetbird Gem of Physical Prowess Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Humanbane Crossbow +2 Arquebus Cure
Recharged: Returning Throwing Axe +1 (1), zHeadband of Alluring Charisma
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(5)
Notes for Reiko: Bo Norgorber used for Harsk
Desecrated Vault 3-10 remain // 3=Black Monk (Villain)
Seelah - General Store CLOSED
Harsk - Junk Beach 3-10 remain // 3=Undead Poisoner (Henchman 4)
Glassworks 8, (random 2-7,9,10),1 remain // 1=Fiery Weapon (Sp1), 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

Seelah - notshown |

Knight's Pennon was displayed on Meliski's turn.
Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 7 - Card 2: Blessing of the Gods
Give Card: None
Move: General Store -> Glassworks
Seelah wanders into a section of the laboratory used to make and store glass instruments; dusty vials, bottles, stir sticks, decanters, and many other implements beyond her experience are precariously perched on crowded, dry-rotted shelves.
“So much glass,” she mutters.
Her bulky armor brushes against a rack, causing a dozen glass tubes to clink against each other like wind chimes. She freezes, anticipating a cacophonous shattering of glass; instead, everything settles.
"Sooooo much glass,” she whispers.
I end my turn and reset my hand.
Hand: Blessing of Angradd, Blessing of Iomedae, Grappler's Mask, Mokmurian’s Club, zPotion of Hiding, Kabuto Helmet, Dwarven Plate
Displayed: Four-Mirror Armor, Knight's Pennon
Deck: 11 Discard: 0 Buried: 0
"Notes: Add 2 to BYA checks if local
Knight's Pennon is displayed!"
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 Hatchet Bird Scribe Surgeon Blessing of the Samurai Blessing of Tsukiyo Impaler of Thorns
Recharged: Shock Glaive +1
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (7) - BR Turn(5)
Desecrated Vault 3-10 remain // 3=Black Monk (Villain)
General Store CLOSED
Harsk - Junk Beach 3-10 remain // 3=Undead Poisoner (Henchman 4)
Seelah - Glassworks 1-10 remain // 1=Potion of Energy Resistance (IB), 10=Fiery Weapon (Sp1)
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

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 8 - Blessings Deck Card 3 Meliski/Zalarian Blessing of Iomedae
SOT: None
Give Card: None
Move: Stay at Warrens
Explore using delve ability to explore bottom card: Warrens Card 10: Bunyip
Will have Reiko bamf over with Materialize spell and deal with bunyip to mitigate check penalty. Pennon adds +1, Materialize adds +3, and 1 penalty is ignored
Reiko Wisdom Check DC 9: 1d6 + 0 ⇒ (2) + 0 = 2 No Success
Melee Combat Check DC 9+0=9: 1d10 + 8 + 1d4 + 1 + 3 ⇒ (2) + 8 + (3) + 1 + 3 = 17 Auto Success
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.
another character at your location, then you may exchange it for a
card in your hand.
Random Monster from Warrens: 1d4 ⇒ 3 Random monster on top at Glassworks
Will shuffle location
Will discard a2Cleric of Nethys to examine and rearrange top 2 cards of location and explore
Random Warrens Card: 1d9 ⇒ 7 Warrens Card 7: Zombie Horde
Random Warrens Card: 1d8 ⇒ 6 Warrens Card 6: Sheriff Hemlock
Will put Warrens Card 6: Sheriff Hemlock onto top of location deck to explore first
Will put Warrens Card 7: Zombie Horde below top card of location deck
Diplomacy Check DC 8 with Tome: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (3) = 9 Success
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.
No sense adding more random monsters with Reiko here and since Meliski can explore bottom card will end turn
EOT: End Turn and Reset hand
Hand: Binder's Tome, Old Salt, 2 BoAbadar, BoThoth, BotG, al1Bound Lantern Archon, Sheriff Hemlock,
Displayed:
Deck: 15 Discard: 1 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!"

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SOT - Reiko can look at top card of Meliski's deck (Life Drain..Not expecting Reiko to take)
Will bury Bound Lantern Archon to examine top 3 cards of deck, draw 1, and put other 2 in desired order.
Draw into Hand - Headband of Alluring Charisma
Put Life Drain onto top of deck
Put Helm of Telepathy below top card of deck[ooc]
Recharge Bound Lantern Archon DC 10 with Tome and Headband: 1d10 + 5 + 1d4 ⇒ (3) + 5 + (1) = 9
[ooc]Archon is buried
Hand: Binder's Tome, Old Salt, 2 BoAbadar, BoThoth, BotG, Headband of Alluring Charisma, Sherrif Hemlock,
Displayed:
Deck: 14 Discard: 1 Buried: 1
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. Can use 1(maybe 2) cards to grant reroll of 1 die 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): s2IceandFire, 1 BoAbadar, BoMilani, s6Scrying, s5Fly, Vampire Bat, s4Fire Snake, BoSivanah, Wand of Enervation, s1Cure, b1Blessing of Nethys
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 (7) - BR Turn(5)
Notes for Reiko: Bo Norgorber used for Harsk, Materialize used for Meliski
Desecrated Vault 3-10 remain // 3=Black Monk (Villain)
General Store CLOSED
Harsk - Junk Beach 3-10 remain // 3=Undead Poisoner (Henchman 4)
Seelah - Glassworks 11, 1-10 remain // 1=Potion of Energy Resistance (IB), 10=Fiery Weapon (Sp1), 11=Random Monster
Meliski, Reiko - Warrens 6, (Random 1-5,8,9) remain // 1=Dogslicer +1 (W1), 6=Zombie Horde
Mill (random 3, 5, 7, 8), 9 remain // 3=Donkey Rats, 9=Bracers of Protection

Reiko the Ninja |

On Harsk's turn, discard norgorber to double bless.
On Mel's turn, cast Materialize to deal with a bunyip.
Start turn 9, hour is Card 4: BotG.
Mel's top card is Life Drain, which Reiko will pass on
"Thanks, Meliski! Always fun to show off my tricks."
Reiko disappears before her companion can say anything, heading back to the mill.
Explore card 1: Father Zantus
Cha 7: 1d8 + 1 ⇒ (4) + 1 = 5 Failed
Discard old salt to explore card 2: Amulet of Fortitude. That was supposed to be bottomdecked.
Explore card 3 instead: Donkey Rats. Reveal sai. Slashing, so location adds 2.
Combat 11: 1d10 + 6 + 1d4 + 2 + 2 ⇒ (1) + 6 + (2) + 2 + 2 = 13 Auto-success!
AYA: 1d6 ⇒ 1 Summon and subsequently evade Graul Ogrekin.
Reiko sneaks past a preacher man, slashes up a nasty rodent, and walks past an ogre. "What was I looking for again?" she mutters to herself.
End turn. Reset hand, drawing 3
Hand: Embalming Fluid, Adamantine Sai +2, Longbow +1 , Wayfinder, Snakeskin Tunic, Double Chicken Saber + 1,
Displayed: Master Cartman,
Deck: 5 Discard: 7 Buried: 1
Notes: Lonbow can add 1d4 + 1 to distant combat check.
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 (10) - BR Turn(5)
Desecrated Vault 3-10 remain // 3=Black Monk (Villain)
General Store CLOSED
Harsk - Junk Beach 3-10 remain // 3=Undead Poisoner (Henchman 4)
Seelah - Glassworks 11, 1-10 remain // 1=Potion of Energy Resistance (IB), 10=Fiery Weapon (Sp1), 11=Random Monster
Meliski - Warrens 6, (Random 1-5,8,9) remain // 1=Dogslicer +1 (W1), 6=Zombie Horde
Reiko - Mill 4, 5, 3 remain // 3=Amulet of Fortitude

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Out of Turn Updates: None
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 10 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Stay at Junk Beach
Explore: Junk Beach Card 2 - Undead Poisoner (Henchman 4)
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.
Undead Poisoner BYA - Fortitude DC 9: 1d10 + 3 ⇒ (3) + 3 = 6 - Fail
Bury Cards: 1d4 - 1 ⇒ (1) - 1 = 0 - No Cards Buried
For Combat I will Use my Ranged Skill and Reveal: Returning Throwing Axe +1 (2) for (1d10+1d8+7), also Recharge: Throwing Axe +1 (2) for (1d6). I use Bury: zWand of Scorching Ray for 4d6
Undead Poisoner - Combat DC 18: 1d10 + 1d8 + 5d6 + 7 ⇒ (9) + (2) + (5, 1, 3, 6, 4) + 7 = 37 - Succeed
I will attempt to Close Junk Beach - Summon and defeat a Poison Trap henchman.
Henchman - B
Type: Barrier
Traits: Trap Poison
To Defeat: Dexterity, Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close this location.
I will Recharge: Masterwork Tools to Defeat Poison Trap
Junk Beach Location is Closed
Location Closing Effect - On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card. There are only 5 in the BR Post so I will just randomly pick from the 5
Random Item Card from Junk Beach: 1d5 ⇒ 5 - Item #5 - Potion of Ruggedness is added to my hand.
I will end my turn and reset my hand to 7 (draw 2 Cards)
Hand: zPotion of Ruggedness , Blessing of Tsukiyo, Archer's Bracers, Tooled Crocodile Skin, Blessing of Milani (1), Blessing of Cayden Cailean (1), Blessing of Milani (2)
Displayed:
Deck: 14 Discard: 2 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:
Blessing of Milani (2), Blessing of Cayden Cailean (1)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}: Legionnaire Chaplain Monkey Hatchetbird Gem of Physical Prowess Dragonbreath Shot Deathbane Light Crossbow +1 Deathbane Light Crossbow +1 Humanbane Crossbow +2 Arquebus Cure
Recharged: Returning Throwing Axe +1 (1), zHeadband of Alluring Charisma, Returning Throwing Axe +1 (2), Masterwork Tools
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 (11) - BR Turn(5)
Random Card(s) Used: Item #5
Desecrated Vault 3-10 remain // 3=Black Monk (Villain)
General Store CLOSED
Harsk - Junk Beach CLOSED 2-6 (Ramdom Items) remain
Seelah - Glassworks 11, 1-10 remain // 1=Potion of Energy Resistance (IB), 10=Fiery Weapon (Sp1), 11=Random Monster
Meliski - Warrens 6, (Random 1-5,8,9) remain // 1=Dogslicer +1 (W1), 6=Zombie Horde
Reiko - Mill 4, 5, 3 remain // 3=Amulet of Fortitude

Seelah - notshown |

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 11 - Card 6: Blessing of the Gods
Give Card: None
Move: Stay at Glassworks
At the Start of my turn, I examine the top card of my location deck.
Random Monster #1: Deathweb
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.
Seelah was about to ignore a viable-looking potion bottle when something REALLY grabbed her attention:
the husk of a giant spiders, teeming with thousands of smaller spiders, clung to the ceiling above her.
"That's horrifyingly unnecessary," she says, gripping Mokmurian's Club tighter.
Explore: Random Monster #1
I reveal Kabuto Helmet to reduce the BtE Combat damage by 1 (to 0).
Strength Melee 1d10+5
Mokmurian’s Club 1d10+2
Blessing of Iomedae1d10
Knight's Pennon w/ Reiko's Master Cartman+2
Combat 17: 1d10 + 5 + 1d10 + 2 + 1d10 + 2 ⇒ (8) + 5 + (8) + 2 + (4) + 2 = 29 Victory!
After defeating the Deathweb, Mokmurian's Club recharges a random (Blessing of Iomedae) card from my discard pile.
I end my turn and reset my hand.
Hand: Blessing of Angradd, Grappler's Mask, Mokmurian’s Club, zPotion of Hiding, Kabuto Helmet, Dwarven Plate, Blessing of Tsukiyo
Displayed: Four-Mirror Armor, Knight's Pennon
Deck: 11 Discard: 0 Buried: 0
"Notes: Add 2 to BYA checks if local
Knight's Pennon is displayed!"
Blessing of Angradd, Blessing of TsukiyoSideboard 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 Hatchet Bird Scribe Surgeon Blessing of the Samurai Impaler of Thorns
Recharged: Shock Glaive +1, Blessing of Iomedae
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (11) - BR Turn(5)
Random Card(s) Used: Item #5
Desecrated Vault 3-10 remain // 3=Black Monk (Villain)
General Store CLOSED
Harsk - Junk Beach CLOSED 2-6 (Random Items) remain
Seelah - Glassworks 1-10 remain // 1=Potion of Energy Resistance (IB), 10=Fiery Weapon (Sp1)
Meliski - Warrens 6, (Random 1-5,8,9) remain // 1=Dogslicer +1 (W1), 6=Zombie Horde
Reiko - Mill 4, 5, 3 remain // 3=Amulet of Fortitude

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 12 - Blessings Deck Card 7 Meliski/Zalarian
Blessing of the Gods
SOT: None
Give Card: None
Move: Stay at Warrens
Use Ability to explore bottom card
Random Warrens card 1-5,8,9 No 6 since on top: 1d7 ⇒ 4 Warrens Card 4: Ilsoari Gandethus
Will use power to explore Bottom Card - Warrens Card 4: Ilsoari Gandethus
Diplomacy Check DC 6 with Tome/Headband: 1d10 + 4 + 1d4 + 1 ⇒ (2) + 4 + (3) + 1 = 10 Auto Success
After exploring bottom card, will choose to shuffle deck
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.
Will reload Ilsoari to use ability
Random Warrens card 1-3,5,7,8,9: 1d7 ⇒ 5 Warrens Card 7:
Zombie Horde
Devil Check: 1d12 ⇒ 11 Not Today
Will discard Sheriff to explore into Zombie Horde
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.
Pennon is displayed for 1 (Cartman is displayed and cant be revealed)
Melee Combat Check DC 9: 1d8 + 2 + 1d6 + 1 ⇒ (6) + 2 + (4) + 1 = 13 Success
Zombie Minions are automatically smushed by the others
ROTR-2 henchman (monster)
UndeadZombie
Check to defeat
Combat
9
Powers
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.
Random Location for Monster Roll: 1d3 ⇒ 2 Monster on top of Glassworks
Will discard BotG to explore
Random Warrens card 1-3,5,8,9: 1d6 ⇒ 2 Warrens Card 2: Ogre
Melee Combat Check DC 14 with tome, Pennon, and Harsk Fire Support: 1d8 + 2 + 1d6 + 1d4 + 1 + 1d4 + 1 ⇒ (2) + 2 + (5) + (1) + 1 + (1) + 1 = 13 Not Quite
Will Recharge Headband to reroll a die for a check
Melee Combat Check DC 14 with tome, Pennon, and Harsk Fire Support: 12 + 1d6 ⇒ 12 + (3) = 15 Success
Random Location for Monster Roll: 1d3 ⇒ 1 Monster on top of Desecrated Vault
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.
Will discard Old Salt to explore
Random Warrens card 1,3,5,8,9: 1d5 ⇒ 2Warrens Card 3: Dagger +1
Will choose not to acquire Dagger
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.
another character at your location, then you may exchange it for a
card in your hand.
EOT: End Turn and Reset hand

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At the start of Reiko's turn,
Will recharge Helm of Telepathy to examine the top card of another character's deck (Hark's Gem of Physical Prowess) and then that character may choose to shuffle their deck
Will reload Ilsoari Gandethus to examine top card
Random Warrens Card 1,5,8,9: 1d4 ⇒ 1 Warrens Card 1 (Dogslicer +1)
Devil Check: 1d12 ⇒ 4 Not Today
"
Hand: s3Life Drain, s4Fire Snake, Binder's Tome, 2 BoAbadar, BoThoth,
Displayed:
Deck: 14 Discard: 4 Buried: 1
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. Can use 1(maybe 2) cards to grant reroll of 1 die at location.
Middle of Deck (Unknown Order): BoSivanah, s5Fly, Vampire Bat, 1 BoAbadar, Wand of Enervation, s6Scrying, b1Blessing of Nethys, BoMilani, s1Cure, s2IceandFire
Recharged: i2Wand of Flying, Headband of Alluring Charisma, ar1Helm of Telepathy,
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 (11) - BR Turn(5)
Notes for Harsk: Fire Support for Meliski, can then choose to shuffle deck or leave Gem on top
Random Card(s) Used: Item #5 (why 5?), Monster #1
Desecrated Vault 11, 3-10 remain // 3=Black Monk (Villain), 11=random monster
General Store CLOSED
Harsk - Junk Beach CLOSED 2-6 (Random Items) remain
Seelah - Glassworks 11, 1-10 remain // 1=Potion of Energy Resistance (IB), 10=Fiery Weapon (Sp1), 11=random monster
Meliski - Warrens 1, (Random 5,8,9) remain // 1=Dogslicer +1 (W1)
Reiko - Mill 4, 5, 3 remain // 3=Amulet of Fortitude

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Out of Turn Updates: zWand of Scorching Ray was discarded not used. Tooled Crocodile Skin was Recharged for Meliski. I will choose to shuffle my deck.
Updated Hand:
Hand: zPotion of Ruggedness , Blessing of Tsukiyo, Archer's Bracers, Blessing of Milani (1), Blessing of Cayden Cailean (1), Blessing of Milani (2)
Displayed:
Deck: 15 Discard: 3 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 Milani (2), Blessing of Cayden Cailean (1)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}: Tooled Crocodile Skin Legionnaire Chaplain Monkey Hatchetbird Gem of Physical Prowess Masterwork Tools Masterwork Tools Deathbane Light Crossbow +1 Returning Throwing Axe +1 (1) Venomous Hand Crossbow +1 Humanbane Crossbow +2 Returning Throwing Axe +1 (2) Arquebus Cure zHeadband of Alluring Charisma
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 (11) - BR Turn(5)
Random Card(s) Used: Item #5, Monster #1
Desecrated Vault 11, 3-10 remain // 3=Black Monk (Villain), 11=random monster
General Store CLOSED
Harsk - Junk Beach CLOSED 2-6 (Random Items) remain
Seelah - Glassworks 11, 1-10 remain // 1=Potion of Energy Resistance (IB), 10=Fiery Weapon (Sp1), 11=random monster
Meliski - Warrens 1, (Random 5,8,9) remain // 1=Dogslicer +1 (W1)
Reiko - Mill 4, 5, 3 remain // 3=Amulet of Fortitude

Reiko the Ninja |

Start turn 13. Blessing is card 8: Irori. Explore top card of Mill, card 4: Breastplate of Fire Resistance. Use Harsk's BoCC to add 2 dice
Con 8: 3d6 ⇒ (2, 5, 3) = 10 Acquired! Display with master cartman
Discard wayfinder to examine next card: Undead Poisoner. Don't shuffle. Encounter monster. BYA
Con 8: 1d6 ⇒ 3 Auto-fail
Bury: 1d4 - 1 ⇒ (3) - 1 = 2 cards: Sai and longbow.
For combat, Reveal fluid to add 2 and ignore poison immunity. Reveal again for char poison power. Reveal saber to use acro + d8 +1, and tunic for an extra 1. Pennon adds 1, and Harsk discards for distant power adding d4 + 1. Piercing, so -3.
Combat 18: 2 + 1d8 + 1 + 1d10 + 6 + 1d8 + 1 + 1 + 1 + 1d4 + 1 - 3 ⇒ 2 + (6) + 1 + (4) + 6 + (8) + 1 + 1 + 1 + (4) + 1 - 3 = 32
AYA Craft 7: 1d4 ⇒ 2 Auto fail Fluid check, bury top card: Blessing of Abadar.
Attemept to close. Reveal tunic to add 1 for an auto-success
Acro 8: 1d10 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Mill Closed!
End turn. Reset hand, drawing 3.
Hand: Embalming Fluid, Snakeskin Tunic, Double Chicken Saber + 1, Galvanic Chakram + 1, Staff of Minor Healing, Chain Vortex,
Displayed: Master Cartman, Breastplate of Fire Resistance,
Deck: 1 Discard: 8 Buried: 4
Recharge SoMH at start of next turn to recharge rando discard: Wayfinder
Hand: Embalming Fluid, Snakeskin Tunic, Double Chicken Saber + 1, Galvanic Chakram + 1, Chain Vortex,
Displayed: Master Cartman, Breastplate of Fire Resistance,
Deck: 3 Discard: 7 Buried: 4
Notes: Cartman can deliver Breastplate to any character.
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 (11) - BR Turn(5)
Notes for Harsk: Used BoCC and a card for combat support
Random Card(s) Used: Item #5, Monster #1
Desecrated Vault 9, 1-8 remain // 1=Black Monk (Villain), 9=random monster
General Store CLOSED
Harsk - Junk Beach CLOSED 2-6 (Random Items) remain
Seelah - Glassworks 11, 1-10 remain // 1=Potion of Energy Resistance (IB), 10=Fiery Weapon (Sp1), 11=random monster
Meliski - Warrens 1, (Random 5,8,9) remain // 1=Dogslicer +1 (W1)
Reiko - Mill CLOSED

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Out of Turn Updates: Discard: Blessing of Cayden Cailean (1) and Recharge: zPotion of Ruggedness for Reiko's Turn
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 14 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Junk Beach -> Desecrated Bault
Explore: I will not Explore
I will end my turn and reset my hand to 7 (Draw 3 Cards)
Hand: Masterwork Tools, Blessing of Tsukiyo, Archer's Bracers, Cure, Blessing of Milani (1), Venomous Hand Crossbow +1, Blessing of Milani (2)
Displayed:
Deck: 13 Discard: 4 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 Milani (2), Blessing of TsukiyoSideboard 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}: Tooled Crocodile Skin Legionnaire Chaplain Monkey Hatchetbird Gem of Physical Prowess Dragonbreath Shot Dragonbreath Shot Returning Throwing Axe +1 (1) Humanbane Crossbow +2 Returning Throwing Axe +1 (2) Arquebus zHeadband of Alluring Charisma zPotion of Ruggedness
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 (15) - BR Turn(5)
Random Card(s) Used: Item #5, Monster #1
Harsk - Desecrated Vault 9, 1-8 remain // 1=Black Monk (Villain), 9=random monster
General Store CLOSED
Junk Beach CLOSED 2-6 (Random Items) remain
Seelah - Glassworks 11, 1-10 remain // 1=Potion of Energy Resistance (IB), 10=Fiery Weapon (Sp1), 11=random monster
Meliski - Warrens 1, (Random 5,8,9) remain // 1=Dogslicer +1 (W1)
Reiko - Mill CLOSED

Seelah - notshown. |

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 15 - Card 10: Blessing of Gorum
At the Start of my turn, I examine the top card of my location deck.
Random Monster Card 2: Troll (Monster 4).
Seelah rolls her eyes as another monster wanders over from Meliski's direction.
Give Card: None
Move: Stay at Glassworks
Explore: "No thanks!"
I display Dwarven Armor and discard Potion of Hiding.
Then I end my turn and reset my hand.
Seelah quietly reaches into her pack, hoping to draw something useful.
Hand: Blessing of Angradd, Grappler's Mask, Mokmurian’s Club, Kabuto Helmet, Blessing of Tsukiyo, Helm of the Valkyrie, Hatchet Bird
Displayed: Four-Mirror Armor, Knight's Pennon, Dwarven Plate
Deck: 9 Discard: 1 Buried: 0
"Notes: Add 2 to BYA checks if local
Knight's Pennon is displayed!"
Blessing of Angradd, Blessing of TsukiyoSideboard 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 Scribe Surgeon Blessing of the Samurai Impaler of Thorns
Recharged: Shock Glaive +1, Blessing of Iomedae
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (15) - BR Turn(5)
Random Card(s) Used: Item #5, Monster 1-2
Harsk - Desecrated Vault 9, 1-8 remain // 1=Black Monk (Villain), 9=random monster
General Store CLOSED
Junk Beach CLOSED 2-6 (Random Items) remain
Seelah - Glassworks 11, 1-10 remain // 1=Potion of Energy Resistance (IB), 10=Fiery Weapon (Sp1), 11=Troll
Meliski - Warrens 1, (Random 5,8,9) remain // 1=Dogslicer +1 (W1)
Reiko - Mill CLOSED

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 16 - Blessings Deck Card 11 Meliski/Zalarian
Blessing of the Gods
SOT: None
Give Card: None
Move: Stay at Warrens
Explore Bottom Card:
Random Warrens Card 5,8,9: 1d3 ⇒ 3 Warrens Card 9: Potion of Gracefulness
Fire Snake Arcane Check DC 6: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (2) = 8 Auto Success
Recharge Fire Snake Spell DC 8: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17 Success
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 an Acrobatics check.
another character at your location, then you may exchange it for a
card in your hand.
Discard BoAbadar to explore
Random Warrens Card 5,8: 1d2 ⇒ 1 Warrens Card 5: Poison Blast
Arcane Check DC 12: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15 Success
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.
EOT: End Turn and Reset hand discarding tome, poison blast and life drain
Hand: BoThoth, Potion of Gracefulness, BoSivanah, 1 BoAbadar, BoMilani, s2IceandFire, s6Scrying,
Displayed:
Deck: 10 Discard: 8 Buried: 1
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. Can use 1(maybe 2) cards to grant reroll of 1 die at location."
"
Middle of Deck (Unknown Order): b1Blessing of Nethys, s5Fly, Vampire Bat, Wand of Enervation, s1Cure
Recharged: i2Wand of Flying, Headband of Alluring Charisma, ar1Helm of Telepathy, s4Fire Snake,
Discard Pile:
Buried Pile:

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After Reiko's SOT will use Scrying.
Will discard Scrying spell to choose card type Monster and examine top 3 cards of location Desecrated Vault
Random Monster: Tickwood Boar
Desecrated Vault Card 1 (The Black Monk)
Desecrated Vault Card 2: Wyvern
Will then choose to put chosen card types on Top of deck with the Black Monk on top followed by Tickwood Boar and Wyvern
Recharge Scrying DC 12: 1d10 + 4 ⇒ (5) + 4 = 9 Scrying spell is discarded
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (15) - BR Turn(5)
Random Card(s) Used: Item #5, Monster 1-2
Harsk - Desecrated Vault 1,9,2, (random 3-8) remain // 1=Black Monk (Villain),2=wyvern, 9=tickwood boar
General Store CLOSED
Junk Beach CLOSED 2-6 (Random Items) remain
Seelah - Glassworks 11, 1-10 remain // 1=Potion of Energy Resistance (IB), 10=Fiery Weapon (Sp1), 11=Troll
Meliski - Warrens 8 remain // 8=Henchman
Reiko - Mill CLOSED

Reiko the Ninja |

Hour is Norgorber. Move to Desecrated Vault. Explore card 1: The Black Monk.
Auto-fail BYA con 12: 1d6 ⇒ 6 check.
Reveal and discard Chicken saber. Riscard Chakram. Revela Tunic. Reveal fluid for +2 and ignoring poison immunity. Mel drops a blessing
Combat 20 + 4 = 24: 2d10 + 6 + 1d8 + 1 + 1d6 + 1d4 + 1 + 1 + 2 ⇒ (3, 6) + 6 + (3) + 1 + (5) + (2) + 1 + 1 + 2 = 30 Defeated!
Bury top card from fluid:
VICTORY! pending close checks

zeroth_hour2 |

Development:
After you catch your breath, you feel rather sheepish. Tomes about the runelords often mention the Runelord of Envy as an original creator of undead shadows. You should have assumed that some shadows lurked here; luckily, you fought them off, as well as the disgusting undead creatures that were once Alaznist’s poison-makers. And poison-makers they must have been, for the laboratory’s purpose makes sense now. Belimarius was known for poisoning her rivals, and clearly Alaznist attempted to replicate and eclipse those concoctions.The lab’s riches were impressive, but just beyond the far exit, you see a glimpse of tremendous, once-luxurious tapestries. You rush forward, intent on claiming more treasures for your own.
2-4D: The Runelord's Handmaiden
Even beyond the gilded scene in the poisoners’ lab, this chamber and its displays are breathtaking. Its sparkling granite walls rise a full 100 feet in the air, and upon them are seven thick, once-colorful tapestries. Despite the beauty the enormous hangings still display, the scenes depicted in them are decidedly garish. The tapestries are tableaus of specific assassination techniques. Each shows a stern, solid, steely haired woman—Belimarius—suffering a terrible fate: stabbing, decapitation, defenestration, drowning, hanging, exsanguination, and poisoning. Splashes of rubies sewn into the fabric represent blood, while citrines illustrate jaundiced skin, and sapphires make blades and glass sparkle. The attention to detail is remarkable and chilling. This was truly the work of a psychopath.Much of this chamber’s sense of horror comes from the tableaus beneath the tapestries. There, it seems that someone once reenacted each technique many times. Beneath the tapestries are the ancient, crumbling remains of dozens of unfortunate individuals whose injuries, still apparent after all this time, match several of the scenes above. Perhaps this was where Alaznist sent her personal assassins to train for the harrowing job of facing Belimarius.The scene might be ghoulish, you think, but those riches are real. And do the tapestries hold the secret to the Runelord of Wrath’s prowess in battle?“Our goddess’s strength cows you, I see,” rasps a voice that breaks you out of your envious reverie. A strange, snake-eyed woman emerges from the bones beneath the middle tapestry. She takes a sinewy stride forward on her powerful lower body, which is that of a golden-furred lioness. “But you are not her servants—you are not fit to address her. You go no further!”She begins a low chuckle that turns into a wild, shrieking cackle.“Come, my daughters! I’ve found us a snack!”

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During This Adventure:
During This Scenario: When you attempt a check to acquire a boon, each other character
at your location attempts a check to acquire it. The character
whose result exceeds the difficulty by the largest amount acquires
the boon (if there is a tie, those characters reroll), and each other
character who attempted the check is dealt 1 point of Mental
damage that cannot be reduced.
Additional Rules:
None Henchman 4
Type: Monster
Traits: Fighter Lamia
To Defeat: Combat 19
Before you act, succeed at a Wisdom or Perception 9 check or the Lamia Cultist deals you 1d4-1 Ranged Combat damage. After you act, if you discarded any cards as damage from the Lamia Cultist, bury the top card of your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
RotR Villain 4
Type: Monster
Traits: Cleric Lamia
To Defeat: Combat 21 OR Divine 16
After the encounter, if Seleval dealt damage to you, bury 1d4 random cards from your discard pile.
"Do you smell something, dear sister? Something that doesn't reek like sweat and rock salt?" - Seleval to Zaelsar
Scenario Level (#): 4
Turn: 0, Harsk/TheGreatNateO
Monsters
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
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.
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
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:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Barriers
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
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.
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
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
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.
Weapons
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 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.
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.
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.
RotR
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.
Spells
RotR
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.
RotR
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.
RotR
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.
RotR
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6
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
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.
Armors
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
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.
RotR
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold 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 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
RotR
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
RotR
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom
Survival
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 3.
RotR
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.
RotR
Item P
Traits:
Accessory
Magic To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
RotR
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Allies
RotR
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.
RotR
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 11
Discard this card to add 2d4 to your combat check.
Discard this card to explore your location.
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
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.
RotR
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
Blessings
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:
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.
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.
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 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:
Traits: To Acquire:
Blessings Remaining: 30
[b]Blessings Deck
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 Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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 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 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 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 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 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 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 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 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 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 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 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 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 Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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 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 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 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 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.
Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #2: Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 4 ?: 1
Located/Displayed Here: None
Location #3: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: None
Location #5: 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
Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Seelah - notshown |

Starting Hand
Seelah - 2-4D: The Runelord's Handmaiden
Loot
2-2E: Replace Katana +1 with Impaler of Thorns.
2-4A: Replace Cold Iron Mace +1 with Mokmurian’s Club.
Starting Location
Temple
Starting Hand
Favored Card: Weapon
Hand: Blessing of Angradd, Cure, Shock Glaive +1, Mokmurian’s Club, Blessing of the Lord in Iron, Blessing of Tsukiyo, Tripartite Spear +2
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Blessing of the Lord in Iron, Blessing of Tsukiyo, Cure
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}: Demonbane Longsword +2 Dwarven Earthbreaker +1 Dwarven Plate Four-Mirror Armor Kabuto Helmet Helm of the Valkyrie Grappler's Mask Knight's Pennon Hatchet Bird Scribe Scribe Blessing of the Samurai Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:

Reiko the Ninja |

Start at Courtyard. Will not be swapping out for the Snakeskin Tunic, so Harsk can have it
Hand: Chain Vortex, Daggermark Poisoner, Shozoku of the Night Wind, Old Salt, Embalming Fluid, Sacred Candle,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Will use Sacred candle to acquire hour blessing if it is lvl 4
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: [ ], [ ], [ ]

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Meliski - 2-4D: The Runelord's Handmaiden
Loot
None - wand is available if anyone wants
Starting Location
Thassilonian Dungeon
Starting Hand - Choosing Item as favored card
"
Hand: BoSivanah, al2Cleric of Nethys, Old Salt, Headband of Alluring Charisma, i2Wand of Flying, s5Fly, Binder's Tome,
Displayed:
Deck: 14 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. Can use 1(maybe 2) cards to grant reroll of 1 die at location.
Middle of Deck (Unknown Order): s2Cloudburst, ar1Helm of Telepathy, s4Fire Snake, al1Bound Lantern Archon, b1Blessing of Nethys, Byzantine Lexicon, BoMilani, 1 BoAbadar, 2 BoAbadar, s3Life Drain, Vampire Bat, BoThoth, s1Cure, s6Scrying
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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Harsk - 2-4D: The Runelord's Handmaiden
Loot -
I will swap out Tooled Crocodile Skin and use Snakeskin Tunic
Starting Location -
Location #4: Wooden Bridge
Starting Hand -
Hand: Masterwork Tools, Humanbane Crossbow +2, Monkey, Blessing of Tsukiyo, Cure, Returning Throwing Axe +1, Snakeskin Tunic
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: Tooled Crocodile Skin;
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 Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean (1) Blessing of Abadar Legionnaire Chaplain Legionnaire Chaplain Gem of Physical Prowess Archer's Bracers Dragonbreath Shot Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Bombardier Bow Navigator Musket +1
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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After SOT of 1st turn will use fly spell and draw card due to location
Will discard Fly spell to examine 2 locations and optionally may move a character at current location to different location
Temple
Warrens
Most likely won't move but final decision pending on what examines reveal. Says immediately draw a spell but not sure if this allows to draw before moving. If draw happens after spell is completely resolved then will definitely not move. Freely reveal headband and reveal tome to recharge
Recharge Fly DC 10: 1d10 + 4 + 1 + 1d4 ⇒ (4) + 4 + 1 + (4) = 13 Fly spell is recharged
"
Hand: BoSivanah, al2Cleric of Nethys, Old Salt, Headband of Alluring Charisma, i2Wand of Flying, ar1Helm of Telepathy, Binder's Tome,
Displayed:
Deck: 14 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. Can use 1(maybe 2) cards to grant reroll of 1 die at location.
Middle of Deck (Unknown Order): b1Blessing of Nethys, s2Cloudburst, s1Cure, 1 BoAbadar, BoThoth, s4Fire Snake, al1Bound Lantern Archon, Vampire Bat, BoMilani, s3Life Drain, s6Scrying, 2 BoAbadar, Byzantine Lexicon
Recharged: s5Fly,
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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Meliski's Fly spell has been taken into account.
During This Adventure:
During This Scenario: When you attempt a check to acquire a boon, each other character
at your location attempts a check to acquire it. The character
whose result exceeds the difficulty by the largest amount acquires
the boon (if there is a tie, those characters reroll), and each other
character who attempted the check is dealt 1 point of Mental
damage that cannot be reduced.
Additional Rules:
None Henchman 4
Type: Monster
Traits: Fighter Lamia
To Defeat: Combat 19
Before you act, succeed at a Wisdom or Perception 9 check or the Lamia Cultist deals you 1d4-1 Ranged Combat damage. After you act, if you discarded any cards as damage from the Lamia Cultist, bury the top card of your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
RotR Villain 4
Type: Monster
Traits: Cleric Lamia
To Defeat: Combat 21 OR Divine 16
After the encounter, if Seleval dealt damage to you, bury 1d4 random cards from your discard pile.
"Do you smell something, dear sister? Something that doesn't reek like sweat and rock salt?" - Seleval to Zaelsar
Scenario Level (#): 4
Turn: 1, Seelah/notshown
Monsters
RotR
Monster 4
Traits:
Dragon
To Defeat:
Combat 16
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
RotR
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.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Barriers
RotR
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.
RotR
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
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 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
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 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
RotR
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.
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 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.
RotR
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8
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.
Spells
RotR
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.
RotR
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
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.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
RotR
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.
RotR
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
RotR
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.
Armors
RotR
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
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.
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 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.
Items
RotR
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
RotR
Item 4
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5
Discard this card to add 2 to your check.
If you would fail a check by 2, 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 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 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.
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.
Allies
RotR
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
RotR
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.
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
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.
RotR
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Blessings
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.
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.
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.
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:
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.
Top of Blessing 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.
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 Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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 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 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 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 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 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 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 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 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 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 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 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 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 Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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 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 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 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 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.
Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
RotR
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
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.
RotR
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.
None
Henchman 4
Type: Monster
Traits:
Fighter
Lamia
To Defeat:
Combat 19
Before you act, succeed at a Wisdom or Perception 9 check or the Lamia Cultist deals you 1d4-1 Ranged Combat damage.
After you act, if you discarded any cards as damage from the Lamia Cultist, bury the top card of your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
RotR
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.
RotR
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
RotR
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
RotR
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
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.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Location #2: Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 4 ?: 1
Located/Displayed Here: Seelah/notshown, None
RotR
Spell B
Traits:
Divine
Elite
Magic To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
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
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
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.
RotR
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
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
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.
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.
None
Henchman 4
Type: Monster
Traits:
Fighter
Lamia
To Defeat:
Combat 19
Before you act, succeed at a Wisdom or Perception 9 check or the Lamia Cultist deals you 1d4-1 Ranged Combat damage.
After you act, if you discarded any cards as damage from the Lamia Cultist, bury the top card of your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Location #3: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, None
None
Henchman 4
Type: Monster
Traits:
Fighter
Lamia
To Defeat:
Combat 19
Before you act, succeed at a Wisdom or Perception 9 check or the Lamia Cultist deals you 1d4-1 Ranged Combat damage.
After you act, if you discarded any cards as damage from the Lamia Cultist, bury the top card of your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
RotR
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
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
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.
RotR
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6
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
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.
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 an Acrobatics check.
RotR
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.
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
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
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
Location #4: Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None
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
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.
RotR
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
RotR
Ally 1
Traits:
Bard
Human To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
RotR
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
RotR
Villain 4
Type: Monster
Traits:
Cleric
Lamia
To Defeat:
Combat 21
OR Divine 16
After the encounter, if Seleval dealt damage to you, bury 1d4 random cards from your discard pile.
"Do you smell something, dear sister? Something that doesn't reek like sweat and rock salt?" - Seleval to Zaelsar
RotR
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.
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
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
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: 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
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
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
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 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.
RotR
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
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.
None
Henchman 4
Type: Monster
Traits:
Fighter
Lamia
To Defeat:
Combat 19
Before you act, succeed at a Wisdom or Perception 9 check or the Lamia Cultist deals you 1d4-1 Ranged Combat damage.
After you act, if you discarded any cards as damage from the Lamia Cultist, bury the top card of your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
RotR
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
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.
RotR
Ally 1
Traits:
Human
Noble To Acquire:
Charisma
Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
RotR
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.
RotR
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
None
Henchman 4
Type: Monster
Traits:
Fighter
Lamia
To Defeat:
Combat 19
Before you act, succeed at a Wisdom or Perception 9 check or the Lamia Cultist deals you 1d4-1 Ranged Combat damage.
After you act, if you discarded any cards as damage from the Lamia Cultist, bury the top card of your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
RotR
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

Seelah - notshown |

Turn Order - Seelah, Meliski, Reiko, Harsk
Turn 1 - Top Card: Blessing of the Gods
At the Start of my turn, I examine the top card of my location deck.
Temple Card 1: Aid (Spell 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 Temple
Explore: Temple Card 2 Longsword +2 (Weapon 3)
Strength Melee 10: 1d10 + 5 + 1d6 ⇒ (9) + 5 + (2) = 16 Acquired!
I discard Blessing of Tsukiyo to explore Card 3: Lighting Bolt (Spell 2). I auto-fail the check to acquire.
I end my turn, discarding Longsword +2 (no need to reset hand).
Hand: Blessing of Angradd, Cure, Shock Glaive +1, Mokmurian’s Club, Blessing of the Lord in Iron, Tripartite Spear +2, Helm of the Valkyrie
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes:
Blessing of the Lord in Iron, Cure
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}: Demonbane Longsword +2 Dwarven Earthbreaker +1 Dwarven Plate Four-Mirror Armor Kabuto Helmet Grappler's Mask Knight's Pennon Hatchet Bird Scribe Surgeon Surgeon Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (1) - BR Turn(1)
Reiko - Courtyard 1-10 remain
Seelah - Temple 4-10, 1 remain // 1=Aid (SB)
Meliski - Thassilonian Dungeon 1-10 remain
Harsk - Wooden Bridge 1-10 remain
Deeper Dungeons 1-10 remain
Warrens 1-10 remain // 1=Merchant (Al2)

![]() |

Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 2 - Blessings Deck Card 1 Meliski/Zalarian Blessing of Lamashtu
SOT: None
Give Card: None
Move: Stay at Thassilonian Dungeon
Explore: Thassilonian Dungeon Card 1: Lamia Cultist
Wisdom Check DC 9: 1d6 + 0 ⇒ (5) + 0 = 5 No Success
Ranged Combat Damage: 1d4 - 1 ⇒ (1) - 1 = 0 Meliski ducks behind a barrel
Will use Old Salt to add 4 to check and reveal binder's tome; Harsk recharges a card for fire support; Will discard BoSivanah for a die.
Melee Combat Check DC 19: 1d8 + 2 + 1d6 + 4 + 1d4 + 1d4 + 1 + 1d8 ⇒ (2) + 2 + (3) + 4 + (2) + (3) + 1 + (3) = 20 Success
None
Henchman 4
Type: Monster
Traits:
Fighter
Lamia
To Defeat:
Combat 19
Before you act, succeed at a Wisdom or Perception 9 check or the Lamia Cultist deals you 1d4-1 Ranged Combat damage.
After you act, if you discarded any cards as damage from the Lamia Cultist, bury the top card of your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Attempt to close Thassilonian Dungeon using tome and headband
Arcane Check DC 7: 1d10 + 4 + 1d4 + 1 ⇒ (6) + 4 + (3) + 1 = 14 Auto Success
Since this is the last adventure we are playing prior to core rules, may as well avail myself to some explores after closing
Will bury wand of fly to examine 2 locations and optionally may move a character at current location to different location
Temple Card 4: Chime of Unlocking
Deeper Dungeons Card 1: Scrying
Move character Meliski to location Deeper Dungeons
Recharge Wand of Flying DC 12: 1d10 + 4 + 1d4 + 1 ⇒ (1) + 4 + (4) + 1 = 10 Not Quite
Will shuffle Helm to reroll a die for a check
Recharge Wand of Flying DC 12: 1d10 + 9 ⇒ (5) + 9 = 14 Success
Will discard Cleric of Nethys to examine and rearrange top 2 cards of location and explore
Will put Deeper Dungeons Card 1: Scrying onto top of location deck to explore first
Will put Deeper Dungeons Card 2: Reduction Field below top card of location deck
Encounter: Deeper Dungeons Card 1: Scrying using headband and tome
Arcane Check DC 10: 1d10 + 4 + 1 + 1d4 ⇒ (8) + 4 + 1 + (3) = 16 Success
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.
Will discard Scrying spell to choose card type Monster and examine top 3 cards of location Courtyard
Courtyard Card 1: Cape of Escape
Courtyard Card 2: Venomous Dagger +2
Courtyard Card 3: Faceless Stalker
Will then choose to put chosen card types on bottom of deck
Recharge Scrying DC 12 w/Headband and tome: 1d10 + 4 + 1 + 1d4 ⇒ (3) + 4 + 1 + (4) = 12 Scrying spell is recharged
EOT: End Turn and Reset hand
"
Hand: Headband of Alluring Charisma, Binder's Tome, BoThoth, s2Cloudburst, al1Bound Lantern Archon, ar1Helm of Telepathy, b1Blessing of Nethys,
Displayed:
Deck: 13 Discard: 2 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. Can use 1(maybe 2) cards to grant reroll of 1 die at location.
Middle of Deck (Unknown Order): Vampire Bat, s5Fly, 1 BoAbadar, Old Salt, BoMilani, Byzantine Lexicon, s4Fire Snake, s3Life Drain, s6Scrying, s1Cure, 2 BoAbadar
Recharged: i2Wand of Flying, 2 Scrying,
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 (1) - BR Turn(1)
Notes for Harsk: Recharge a card for Meliski
Reiko - Courtyard (random 1,2,4-10),3 remain // 1=Cape of Escape, 2= Venomous Dagger +2 (w3). 3=Faceless Stalker
Seelah - Temple 4-10, 1 remain // 4=Chime of Unlocking(I2), 1=Aid (SB)
Thassilonian Dungeon CLOSED
Harsk - Wooden Bridge 1-10 remain
Meliski - Deeper Dungeons 2-10 remain // 2=Reduction Field
Warrens 1-10 remain // 1=Merchant (Al2)

Reiko the Ninja |

Reiko basks in the hour of Shelyn as she inspects the Courtyard.
Explore Rando card 1: 1d10 ⇒ 8: Shield of Fire Resistance.
Con 6: 1d6 ⇒ 1 Fail.
Discard poisoner to explore Rando card 2: 1d10 ⇒ 5: Cloak of Elvenkind. Auto acquire with Stealth check
Stealth 5: 1d10 + 6 ⇒ (6) + 6 = 12 Acquired. Banish to heal 1 card: Daggermark Poisoner
Discard Old Salt to explore Rando card 3: 1d10 ⇒ 6: Heavy Pick +1.
Str 11: 1d6 ⇒ 1 Auto-fail
End turn. Reset hand, drawing 2
Hand: Chain Vortex, Shozoku of the Night Wind, Embalming Fluid, Sacred Candle, Bo Horus, Daggermark Poisoner,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Will use Sacred candle to acquire hour blessing if it is lvl 4. Blessing 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: [ ], [ ], [ ]
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (4) - BR Turn(1)
Notes for Harsk: Recharge a card for Meliski
Reiko - Courtyard (random 1,2,4,7,9,10),3 remain // 1=Cape of Escape, 2= Venomous Dagger +2 (w3). 3=Faceless Stalker
Seelah - Temple 4-10, 1 remain // 4=Chime of Unlocking(I2), 1=Aid (SB)
Thassilonian Dungeon CLOSED
Harsk - Wooden Bridge 1-10 remain
Meliski - Deeper Dungeons 2-10 remain // 2=Reduction Field
Warrens 1-10 remain // 1=Merchant (Al2)

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Out of Turn Updates: Recharged: Cure for Meliski turn.
Turn Order: Seelah, Meliski, Reiko, Harsk
Turn: # 4 - Top of Blessings Discards Deck: Blessing of Gorum
Give Card: None
Move: Stay at Wooden Bridge
Explore: Wooden Bridge Card 1 - Mercenary (Monster B)
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.
Mercenary DC is 14. For Combat I will use my Ranged Skill (1d10+6) and Reveal: Humanbane Crossbow +2 (1d10+2 Human Trait 1d8)
Mercenary - Combat DC 14: 2d10 + 1d8 + 8 ⇒ (10, 5) + (4) + 8 = 27 - Success
I will Discard: Blessing of Tsukiyo to Explore: Wooden Bridge Card 2 - Blessing of Desna (Blessing B)
I will Auto Fail Check
I will end my turn and Examine: Wooden Bridge Card 3 - Merchant (Ally 2) and Reset my hand to 7 (Draw 2 Cards)
Hand: Masterwork Tools, Humanbane Crossbow +2, Monkey, Venomous Hand Crossbow +1, Blessing of Angradd, Returning Throwing Axe +1, Snakeskin Tunic
Displayed:
Deck: 13 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:Sideboard cards: Tooled Crocodile Skin;
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 Milani (1) Blessing of Milani (2) Blessing of Cayden Cailean (1) Blessing of Abadar Legionnaire Chaplain Hatchetbird Hatchetbird Archer's Bracers Dragonbreath Shot Deathbane Light Crossbow +1 Bombardier Bow Navigator Musket +1
Recharged: Cure
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 (5) - BR Turn(1)
Reiko - Courtyard (random 1,2,4,7,9,10),3 remain // 1=Cape of Escape, 2= Venomous Dagger +2 (w3). 3=Faceless Stalker
Seelah - Temple 4-10, 1 remain // 4=Chime of Unlocking(I2), 1=Aid (SB)
Thassilonian Dungeon CLOSED
Harsk - Wooden Bridge 3-10 remain // 3=Merchant (Ally 2)
Meliski - Deeper Dungeons 2-10 remain // 2=Reduction Field
Warrens 1-10 remain // 1=Merchant (Al2)

Seelah - notshown |

Turn Order - Seelah, Meliski, Reiko, Harsk
Turn 5 - Blessing Card 4: Blessing of Sarenrae
At the Start of my turn, I examine the top card of my location deck.
Temple Card 4: Chime of Unlocking (Item 2). 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 Temple
Explore: Temple Card 5 Blessing of Norgorber (Blessing 3)
Wisdom Divine 5: 1d8 + 3 + 1d6 ⇒ (4) + 3 + (2) = 9 Auto-acquired!
I discard Blessing of Norgorber to explore Card 6: Scythe +1 (Weapon 2).
Melee 11: 1d10 + 5 ⇒ (4) + 5 = 9
After taking a few clumsy practice swings, Seelah realizes this is a left-handed scythe and leaves it behind.
I discard Shock Glaive +1 and end my turn, then reset my hand.
Hand: Blessing of Angradd, Cure, Mokmurian’s Club, Blessing of the Lord in Iron, Tripartite Spear +2, Helm of the Valkyrie, Surgeon
Displayed:
Deck: 11 Discard: 4 Buried: 0
Notes:
Blessing of the Lord in Iron, Cure
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}: Demonbane Longsword +2 Dwarven Earthbreaker +1 Dwarven Plate Four-Mirror Armor Kabuto Helmet Grappler's Mask Knight's Pennon Hatchet Bird Scribe Blessing of the Samurai Blessing of the Samurai
Recharged:
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn (5) - BR Turn(1)
Reiko - Courtyard (random 1,2,4,7,9,10),3 remain // 1=Cape of Escape, 2= Venomous Dagger +2 (w3). 3=Faceless Stalker
Seelah - Temple 7-10, 1, 4 remain // 4=Chime of Unlocking(I2), 1=Aid (SB)
Thassilonian Dungeon CLOSED
Harsk - Wooden Bridge 3-10 remain // 3=Merchant (Ally 2)
Meliski - Deeper Dungeons 2-10 remain // 2=Reduction Field
Warrens 1-10 remain // 1=Merchant (Al2)

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Out of Turn Updates: Will use Archon at end of Seelah's turn
Will bury Bound Lantern Archon to examine top 3 cards of deck, draw 1, and put other 2 in desired order.
Draw into Hand - Byzantine Lexicon
Put 1 BoAbadar onto top of deck
Put 2 BoAbadar below top card of deck[ooc]
Recharge Bound Lantern Archon DC 10: 1d10 + 4 + 1d4 + 1 ⇒ (4) + 4 + (2) + 1 = 11
Turn Order: [ooc]Harsk, Seelah, Meliski, Reiko
Turn: 6 - Blessings Deck Card 5 Meliski/Zalarian
Blessing of Abadar
SOT: Will use Paizo mat to discard helm to draw blessing of Abadar
Give Card: None
Move: stay at Deeper Dungeons
Will use power to explore Bottom Card - Deeper Dungeons Card 10:
Stone Giant
If non-villain monster, may ignore BYA. reveal headband and tome
Cloudburst Spell Combat Check DC 16+1=17: 3d6 + 1d10 + 4 + 1 + 1d4 ⇒ (4, 6, 3) + (10) + 4 + 1 + (3) = 31 Monster defeated
Recharge Cloudburst spell DC 13: 1d10 + 4 + 1 + 1d4 ⇒ (5) + 4 + 1 + (1) = 11 Not quite
Recharge Cloudburst spell DC 13 using PAIZO reroll: 10 + 1d4 ⇒ 10 + (3) = 13 Spell is recharged
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
After the encounter, I will choose not to move
After exploring bottom card, will choose to shuffle deck
Will discard b1Blessing of Nethys to examine and rearrange top 2 cards of location and explore
Random Deeper Dungeon Card: 1d8 + 1 ⇒ (4) + 1 = 5 Deeper Dungeons Card 5: Tickwood Boar
Random Deeper Dungeon Card: 1d7 + 1 ⇒ (3) + 1 = 4 Deeper Dungeons Card 4: Ogrekin
Deeper Dungeons Card 5: Tickwood Boar
Will put Deeper Dungeons Card 5: Tickwood Boar onto top of location deck to explore first
Will put Deeper Dungeons Card 4: Ogrekin below top card of location deck
Wisdom Check DC 7: 1d6 + 0 ⇒ (5) + 0 = 5 No Success
Will shuffle byzantine lexicon to reroll a die for a check
Wisdom Check DC 7: 1d6 + 0 ⇒ (2) + 0 = 2 No Success
Will recharge BoAbadar
Melee Combat Check DC 8+2+1=11 with tome: 1d8 + 2 + 1d6 + 1d8 + 1 ⇒ (7) + 2 + (6) + (7) + 1 = 23 Success
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.
EOT: End Turn and Reset hand
"
Hand: Headband of Alluring Charisma, Binder's Tome, BoThoth, 2 BoAbadar, s1Cure, s5Fly, al1Bound Lantern Archon,
Displayed:
Deck: 11 Discard: 4 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. Can use 1(maybe 2) cards to grant reroll of 1 die at location.
Middle of Deck (Unknown Order): s4Fire Snake, Vampire Bat, s6Scrying, BoMilani, 2 Scrying, Byzantine Lexicon, s3Life Drain, i2Wand of Flying, Old Salt, s2Cloudburst
Recharged: 1 BoAbadar,
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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On Reiko's turn after hour
Will discard Fly spell to examine 2 locations and optionally may move a character at current location to different location
Random Deeper Dungeons Card: 1d7 ⇒ 5 Deeper Dungeons Card 7: Invasion Plans
Temple Card 7: Blessing of Norgorber
Move Meliski to Warrens
Recharge Fly DC 10: 1d10 + 4 + 1 + 1d4 ⇒ (5) + 4 + 1 + (4) = 14 Fly spell is recharged
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (1) + 1 = 2
Recharge Cure Spell DC 8: 1d10 + 4 + 1 + 1d4 ⇒ (2) + 4 + 1 + (4) = 11 Spell is recharged
Will bury Bound Lantern Archon to examine top 3 cards of deck, draw 1, and put other 2 in desired order.
Draw into Hand - Fire Snake
Put BoMilani onto top of deck
Put s5Fly below top card of deck[ooc]
Recharge Bound Lantern Archon DC 10: 1d10 + 4 + 1 + 1d4 ⇒ (8) + 4 + 1 + (2) = 15
"
Hand: s4Fire Snake, Headband of Alluring Charisma, Binder's Tome, BoThoth, 2 BoAbadar,
Displayed:
Deck: 15 Discard: 2 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. Can use 1(maybe 2) cards to grant reroll of 1 die at location.
Middle of Deck (Unknown Order): Old Salt, i2Wand of Flying, s3Life Drain, Vampire Bat, s6Scrying, ar1Helm of Telepathy, 1 BoAbadar, Byzantine Lexicon, b1Blessing of Nethys, s2Cloudburst, 2 Scrying
Recharged: s1Cure, al1Bound Lantern Archon,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 [ooc]☐ +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 (5) - BR Turn(1)
Reiko - Courtyard (random 1,2,4,7,9,10),3 remain // 1=Cape of Escape, 2= Venomous Dagger +2 (w3). 3=Faceless Stalker
Seelah - Temple 7-10, 1, 4 remain // 1=Aid (SB), 4=Chime of Unlocking(I2), 7=Blessing of Norgorber
Thassilonian Dungeon CLOSED
Harsk - Wooden Bridge 3-10 remain // 3=Merchant (Ally 2)
Meliski - Deeper Dungeons 7, (random 2,3,4,6,8,9) remain // 2=Reduction Field, 4=Ogrekin,7=Invasion Plans
Warrens 1-10 remain // 1=Merchant (Al2)

Reiko the Ninja |

Our friendly ninja continues her examination of the courtyard as the hour turns its favor to the mighty Torag.
Turn 7, blessing 6: Torag. Explore Rando card (1, 2, 4, 7, 9, 10): 1d6 ⇒ 2: card 2, Venomous Dagger +2.
Ranged 11: 1d10 + 5 ⇒ (6) + 5 = 11 Acquired!
Discard Poisoner to explore Rando card (1, 4, 7, 9, 10): 1d5 ⇒ 5: card 10: Goblin Warrior. Reveal dagger
Combat 9: 1d10 + 5 + 1d4 + 2 ⇒ (8) + 5 + (1) + 2 = 16 Defeated!
Discard Bo Horus to explore Rando card (1, 4, 7, 9): 1d4 ⇒ 2: card 4: Lamia Cultist. BYA, auto fail Wis 9: 1d6 ⇒ 2 check, so take Ranged combat damage: 1d4 - 1 ⇒ (2) - 1 = 1 damage. Banish, Bury, Recharge Shozoku to reduce to 0.
Before combat, reveal fluid for poison power on location' Acro 8 check: 1d10 + 6 + 1d8 + 1 ⇒ (8) + 6 + (1) + 1 = 16 to auto-pass. For combat, reveal and recharge dagger. Reveal fluid for poison power.
Combat 19: 1d10 + 5 + 1d4 + 2 + 1d12 + 1d8 + 1 ⇒ (4) + 5 + (2) + 2 + (7) + (4) + 1 = 25 Defeated!
Did not discard cards as damage, so no AYA
Attempt to close. Revea fluid for poison power.
Acro 10: 1d10 + 6 + 1d8 + 1 ⇒ (2) + 6 + (8) + 1 = 17 Success!
Courtyard closed!
End turn. Reset hand, drawing 3
Hand: Chain Vortex, Embalming Fluid, Sacred Candle, Staff of Minor Healing, Bo Norgorber, Master Cartman,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Will use Sacred candle to acquire hour blessing if it is lvl 4. Blessing available: Norgorber bless x2 to acquire. Staff available for a minor heal.
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 = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: reroll used;mat used
Reiko - Courtyard CLOSED
Seelah - Temple 7-10, 1, 4 remain // 1=Aid (SB), 4=Chime of Unlocking(I2), 7=Blessing of Norgorber
Thassilonian Dungeon CLOSED
Harsk - Wooden Bridge 3-10 remain // 3=Merchant (Ally 2)
Meliski - Deeper Dungeons 7, (random 2,3,4,6,8,9) remain // 2=Reduction Field, 4=Ogrekin,7=Invasion Plans
Warrens 1-10 remain // 1=Merchant (Al2)

Reiko the Ninja |

Retcon second half of turn. After playing horus, I'd have moved to the Warrens and explored there instead of the Lamia Cultist.
Warrens card 1: Merchant.
Cha 7: 1d8 + 1 ⇒ (5) + 1 = 6 Fail .
End turn, reset hand, drawing 1.
Hand: Chain Vortex, Embalming Fluid, Sacred Candle, Shozoku of the Night Wind, Venomous Dagger +2, Staff of Minor Healing,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Will use Sacred candle to acquire hour blessing if it is lvl 4. Staff available for a minor heal.
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 = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: reroll used;mat used
Courtyard (random 1,4,7,9), 3 remain // 1=Cape of Escape, 3=Faceless Stalker
Seelah - Temple 7-10, 1, 4 remain // 1=Aid (SB), 4=Chime of Unlocking(I2), 7=Blessing of Norgorber
Thassilonian Dungeon CLOSED
Harsk - Wooden Bridge 3-10 remain // 3=Merchant (Ally 2)
Meliski - Deeper Dungeons 7, (random 2,3,4,6,8,9) remain // 2=Reduction Field, 4=Ogrekin,7=Invasion Plans
Reiko - Warrens 2-10 remain

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Out of Turn Updates: None
Turn Order: Seelah, Meliski, Reiko, Harsk
Turn: # 8 - Top of Blessings Discards Deck: Blessing of Norgorber
Give Card: None
Move: Wooden Bridge -> Courtyard
Random Location Card: 1d4 ⇒ 4 - Card 9
Explore: Courtyard Card 9 - Elven Breastplate (Armor 1)
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.
Acquire Even Breastplate - Fortitude DC 7: 1d10 + 3 ⇒ (5) + 3 = 8 - Success
I will End my turn and Examine Location deck
Random Location Card for Examin: 1d3 ⇒ 2 - Card 4 Lamia Cultist (Henchman 4)[/ooc]
Hand is 8, I will Discard: zElven Breastplate to bring my hand size to 7
Hand: Masterwork Tools, Humanbane Crossbow +2, Monkey, Venomous Hand Crossbow +1, Blessing of Angradd, Returning Throwing Axe +1, Snakeskin Tunic
Displayed:
Deck: 13 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: Tooled Crocodile Skin;
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 Milani (1) Blessing of Milani (2) Blessing of Cayden Cailean (1) Blessing of Abadar Legionnaire Chaplain Hatchetbird Hatchetbird Archer's Bracers Dragonbreath Shot Deathbane Light Crossbow +1 Bombardier Bow Navigator Musket +1
Recharged: Cure
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 = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: reroll used;mat used
Harsk - Courtyard 4 (random 1,7), 3 remain // 1=Cape of Escape, 3=Faceless Stalker, 4=Lamia Cultist
Seelah - Temple 7-10, 1, 4 remain // 1=Aid (SB), 4=Chime of Unlocking(I2), 7=Blessing of Norgorber
Thassilonian Dungeon CLOSED
Wooden Bridge 3-10 remain // 3=Merchant (Ally 2)
Deeper Dungeons 7, (random 2,3,4,6,8,9) remain // 2=Reduction Field, 4=Ogrekin,7=Invasion Plans
Reiko, Meliski - Warrens 2-10 remain

Seelah - notshown |

Turn Order - Seelah, Meliski, Reiko, Harsk
Turn 9 - Blessing Card 8: Blessing of Iomedae
Give Card: None
Move: Stay at Temple
Explore: Temple Card 7 Blessing of Norgorber (Blessing 3)
Wisdom Divine 5: 1d8 + 3 ⇒ (5) + 3 = 8 Acquired!
I discard Surgeon to explore Card 6: Lamia Cultist1 (Henchman 4).
Type: Monster
Traits: Fighter Lamia
To Defeat: Combat 19
Before you act, succeed at a Wisdom or Perception 9 check or the Lamia Cultist deals you 1d4-1 Ranged Combat damage.
After you act, if you discarded any cards as damage from the Lamia Cultist, bury the top card of your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA Wisdom 9: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8 juuuust missed it...
BYA Damage: 1d4 - 1 ⇒ (3) - 1 = 2 I reveal Helm of the Valkyrie to reduce the damage by 1, then discard Tripartite Spear.
Strength Melee 1d10+5
Mokmurian’s Club 1d10+2
Discard Blessing of the Lord in Iron 2d10
Combat 19: 1d10 + 5 + 1d10 + 2 + 2d10 ⇒ (9) + 5 + (2) + 2 + (7, 7) = 32 Victory!
After I act, Blessing of the Lord in Iron is buried.
The lamia gets the drop on Seelah, knocking the surgeon aside and sending the paladin's spear hurtling into the darkness, yet with her goddess smiling upon her and the righteous wrath of the Lord of Iron, Seelah makes short work of the monstrous cultist.
The Temple is automatically closed. Afterward, I reveal Cure to shuffle 1d4 + 1 ⇒ (2) + 1 = 3 random discarded cards back into my hand: zBlessing of Norgorber, Tripartite Spear +2, Blessing of Tsukiyo.
Divine 8: 1d8 + 3 ⇒ (2) + 3 = 5 Cure is discarded. I end my turn, burying Helm of the Valkyrie to move to Deeper Dungeons, then I reset my hand.
Hand: Blessing of Angradd, Mokmurian’s Club, zBlessing of Norgorber (2), Scribe, Kabuto Helmet, Tripartite Spear +2, Impaler of Thorns
Displayed:
Deck: 10 Discard: 4 Buried: 2
Notes:
Blessing of Angradd, zBlessing of Norgorber (2)
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}: Demonbane Longsword +2, Dwarven Earthbreaker +1, Dwarven Plate, Four-Mirror Armor, Grappler's Mask, Knight's Pennon, Hatchet Bird, Blessing of the Samurai, Blessing of Tsukiyo, zBlessing of Norgorber
Recharged:
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: reroll used;mat used
Harsk - Courtyard 4 (random 1,7), 3 remain // 1=Cape of Escape, 3=Faceless Stalker, 4=Lamia Cultist
Temple CLOSED
Thassilonian Dungeon CLOSED
Wooden Bridge 3-10 remain // 3=Merchant (Ally 2)
Seelah - Deeper Dungeons 7, (random 2,3,4,6,8,9) remain // 2=Reduction Field, 4=Ogrekin,7=Invasion Plans
Reiko, Meliski - Warrens 2-10 remain

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 10 - Blessings Deck Card 9 Meliski/Zalarian
Blessing of Gozreh
SOT: None
Give Card: None
Move: Warrens -> Deeper Dungeon
Explore: Deeper Dungeons Card 7: Invasion Plans
Fire Snake Arcane Check DC 13 with Tome and Headband: 1d10 + 4 + 1d4 + 1 ⇒ (8) + 4 + (1) + 1 = 14 Success
Recharge Fire Snake Spell DC 8: 1d10 + 4 + 1d4 + 1 ⇒ (6) + 4 + (4) + 1 = 15 Spell is recharged
RotR
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
Random Deeper Dungeon Card (2,3,4,6,8,9): 1d6 ⇒ 6 Deeper Dungeons Card 9: Lamia Cultist
Random Deeper Dungeon Card : 1d5 ⇒ 3 Deeper Dungeons Card 4: Ogrekin
Random Deeper Dungeon Card : 1d4 ⇒ 2 Deeper Dungeons Card 3: Vicious Trident +1
Put them in the following order:
Deeper Dungeons Card 3: Vicious Trident +1 W3
Deeper Dungeons Card 9: Lamia Cultist
Deeper Dungeons Card 4: Ogrekin
EOT: End Turn and Reset hand
"
Hand: Headband of Alluring Charisma, Binder's Tome, BoThoth, 2 BoAbadar, BoMilani, s5Fly, i2Wand of Flying,
Displayed:
Deck: 13 Discard: 2 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. Can use 1(maybe 2) cards to grant reroll of 1 die at location.
Middle of Deck (Unknown Order): Byzantine Lexicon, 2 Scrying, 1 BoAbadar, s6Scrying, s3Life Drain, Vampire Bat, b1Blessing of Nethys, ar1Helm of Telepathy, s2Cloudburst, Old Salt
Recharged: s1Cure, al1Bound Lantern Archon, s4Fire Snake,
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 = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: reroll used;mat used
Harsk - Courtyard 4 (random 1,7), 3 remain // 1=Cape of Escape, 3=Faceless Stalker, 4=Lamia Cultist
Temple CLOSED
Thassilonian Dungeon CLOSED
Wooden Bridge 3-10 remain // 3=Merchant (Ally 2)
Seelah, Meliski - Deeper Dungeons 3,9,4,(random 2,6,8) remain // 2=Reduction Field, 3=Trident (W3), 4=Ogrekin,7=Invasion Plans, 9=Lamia Cultist
Reiko - Warrens 2-10 remain

Reiko the Ninja |

At the end of Meliski's turn, bury Sacred Candle to draw the hour: Blessing of Gozreh.
Start turn, hour is Calistria. Move to Wooden Bridge. Explore top card, 3: Merchant.
Cha 7: 1d8 + 1 ⇒ (2) + 1 = 3 Fail.
Discard Bo Gozreh to explore card 4: Cyrdak Drokkus
Cha 5: 1d8 + 1 ⇒ (2) + 1 = 3 Fail.
Recharge SoMH to heal recharge random card: Daggermark Poisoner. End turn. Reset hand, drawing 2.
Hand: Chain Vortex, Embalming Fluid, Shozoku of the Night Wind, Venomous Dagger +2, Bo Norgorber, Master Cartman,
Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Blessing available: Norgorber bless x2 to acquire.
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 = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: reroll used;mat used
Harsk - Courtyard 4 (random 1,7), 3 remain // 1=Cape of Escape, 3=Faceless Stalker, 4=Lamia Cultist
Temple CLOSED
Thassilonian Dungeon CLOSED
Reiko - Wooden Bridge 5-10 remain
Seelah, Meliski - Deeper Dungeons 3,9,4,(random 2,6,8) remain // 2=Reduction Field, 3=Trident (W3), 4=Ogrekin,7=Invasion Plans, 9=Lamia Cultist
Warrens 2-10 remain

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On Harsk turn after hour is revealed, will bury wand of fly to examine 2 locations and optionally may move a character at current location to different location
Warrens Card 2: Runechill Hatchet +2 Weapon 4
Wooden Bridge Card 5: Muck Graul M3
Choose not to move anyone
Recharge Wand of Flying DC 12 with tome and headband: 1d10 + 4 + 1 + 1d4 ⇒ (5) + 4 + 1 + (3) = 13 Wand is recharged
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: reroll used;mat used
Harsk - Courtyard 4 (random 1,7), 3 remain // 1=Cape of Escape, 3=Faceless Stalker, 4=Lamia Cultist
Temple CLOSED
Thassilonian Dungeon CLOSED
Reiko - Wooden Bridge 5-10 remain // 5=Muck Graul
Seelah, Meliski - Deeper Dungeons 3,9,4,(random 2,6,8) remain // 2=Reduction Field, 3=Trident (W3), 4=Ogrekin,7=Invasion Plans, 9=Lamia Cultist
Warrens 2-10 remain // 2=Runechill Hatched (W4)

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Out of Turn Updates: None
Turn Order: Seelah, Meliski, Reiko, Harsk
Turn: # 12 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Courtyard -> Warrens
Explore: Warrens Card 2 - Runechill Hatchet +2 (Weapon 4)
I will Discard: Monkey to Acquire: Runechill Hatchet +2 (Weapon 4)
I will end my turn and Examine: Warrens Card 3 - Large Chest (Barrier B)
Hand is at 7
Hand: Masterwork Tools, Humanbane Crossbow +2, zRunechill Hatchet +2, Venomous Hand Crossbow +1, Blessing of Angradd, Returning Throwing Axe +1, Snakeskin Tunic
Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes: 2 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: Tooled Crocodile Skin;
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 Milani (1) Blessing of Milani (2) Blessing of Cayden Cailean (1) Blessing of Abadar Legionnaire Chaplain Hatchetbird Hatchetbird Archer's Bracers Dragonbreath Shot Deathbane Light Crossbow +1 Bombardier Bow Navigator Musket +1
Recharged: Cure
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 = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: reroll used;mat used
Courtyard 4 (random 1,7), 3 remain // 1=Cape of Escape, 3=Faceless Stalker, 4=Lamia Cultist
Temple CLOSED
Thassilonian Dungeon CLOSED
Reiko - Wooden Bridge 5-10 remain // 5=Muck Graul
Seelah, Meliski - Deeper Dungeons 3,9,4,(random 2,6,8) remain // 2=Reduction Field, 3=Trident (W3), 4=Ogrekin,7=Invasion Plans, 9=Lamia Cultist
Harsk - Warrens 3-10 remain // 3=Large Chest (Barrier B)

Seelah - notshown |

Out of Turn Update
Prior to burying the AYA card (Blessing of the Lord in Iron), I should have recharged a random card from my discard pile (from Mokmurian's Club).
State of Discard Pile Immediately After Defeating the Lamia
Blessing of Tsukiyo
zLongsword +2
zBlessing of Norgorber (1)
Shock Glaive +1
Surgeon
Tripartite Spear +2
Blessing of the Lord in Iron
Mokmurian’s Club recharge: zLongsword+2
Blessing of the Lord in Iron still gets buried.
Cure shuffles 3 discards back into my deck (not hand; I previously stated it incorrectly):
Shock Glaive +1
Tripartite Spear +2
zBlessing of Norgorber (1)
Cure is discarded, Helm of the Valkyrie is buried, four cards are drawn to reset my hand:
Tripartite Spear +2
Shock Glaive +1
zBlessing of Norgorber (1)
Scribe
Guess I forgot to pack armor for this adventure...

Seelah - notshown |

Turn Order - Seelah, Meliski, Reiko, Harsk
Turn 13 - Blessing Card 12: Blessing of the Gods
At the Start of my turn, I examine the top card of my location deck.
Deeper Dungeons Card 3: Vicious Trident (Weapon 3). 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 Deeper Dungeons
Explore: Deeper Dungeons Card 9: Lamia Cultist (Henchman 4)
Type: Monster
Traits: Fighter Lamia
To Defeat: Combat 19
Before you act, succeed at a Wisdom or Perception 9 check or the Lamia Cultist deals you 1d4-1 Ranged Combat damage.
After you act, if you discarded any cards as damage from the Lamia Cultist, bury the top card of your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA Wisdom 9: 1d8 + 2 + 2 + 1d6 ⇒ (4) + 2 + 2 + (2) = 10 Not again!
Strength Melee 1d10+5
Mokmurian’s Club 1d10+2
Meliski's Tome 1d4
Discard Blessing of Norgorber (1) 1d10
Combat 19: 1d10 + 5 + 1d10 + 2 + 1d4 + 1d10 ⇒ (6) + 5 + (5) + 2 + (2) + (10) = 30 Victory!
Mokmurian's Recharge: zBlessing of Norgorber (1)
Attempt to close Deeper Dungeons with zBlessing of Norgorber (2) and Harsk's Blessing of Angradd:
Constitution 8: 1d6 + 1d6 + 1d6 ⇒ (3) + (1) + (6) = 10
Deeper Dungeons is closed!
I end my turn and reset my hand.
Hand: Blessing of Angradd, Mokmurian’s Club, Tripartite Spear +2, Shock Glaive +1, Scribe, Hatchet Bird, Four-Mirror Armor
Displayed:
Deck: 10 Discard: 4 Buried: 2
Notes:
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 [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}: Demonbane Longsword +2 Dwarven Earthbreaker +1 Dwarven Plate Kabuto Helmet Grappler's Mask Knight's Pennon Blessing of the Samurai Impaler of Thorns zLongsword+2
Recharged: zBlessing of Norgorber
Discard Pile:
Buried Pile:
At the start of Meliski's turn I display Four-Mirror Armor.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: reroll used;mat used
Courtyard 4 (random 1,7), 3 remain // 1=Cape of Escape, 3=Faceless Stalker, 4=Lamia Cultist
Temple CLOSED
Thassilonian Dungeon CLOSED
Reiko - Wooden Bridge 5-10 remain // 5=Muck Graul
Seelah, Meliski - Deeper Dungeons CLOSED
Harsk - Warrens 3-10 remain // 3=Large Chest (Barrier B)

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 14 - Blessings Deck Card 13 Meliski/Zalarian
Blessing of Iomedae
SOT: None
Give Card: None
Move: Deeper Dungeons-> Wooden Bridge
Will use power to explore Bottom Card - Wooden Bridge Card 10: Falling Bell
Reiko evades; Will bury tome to evade encounter; barrier is banished
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.
After exploring bottom card, will choose to shuffle deck
Will discard Blessing of Abadar to explore again
Random Wooden Bridge Card: 1d5 + 4 ⇒ (4) + 4 = 8 Wooden Bridge Card 8: Tickwood Boar; asking Harsk for assistance
Wisdom Check DC 7: 1d6 + 0 ⇒ (5) + 0 = 5 No Success
Melee Combat Check DC 8+2=10: 1d8 + 2 + 1d6 + 1d4 + 1 ⇒ (8) + 2 + (4) + (4) + 1 = 19 Success
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.
Will discard Fly spell to examine 2 locations and optionally may move a character at current location to different location
Random Wooden Bridge Card 5-7,9: 1d4 ⇒ 1 Wooden Bridge Card 5: Muck Graul
Deeper Dungeon - no cards
Move Meliski to Deeper Dungeons
Recharge Fly DC 10: 1d10 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Fly spell is discarded
EOT: End Turn and Reset hand
Hand: Headband of Alluring Charisma, BoThoth, BoMilani, Vampire Bat, Old Salt, b1Blessing of Nethys, s6Scrying,
Displayed:
Deck: 10 Discard: 4 Buried: 1
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. Can use 1(maybe 2) cards to grant reroll of 1 die at location."

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After Reiko's SOT, Will discard Scrying spell to choose card type Monster and examine top 3 cards of location Wooden Bridge
Wooden Bridge Card 5: Muck Graul
Random Wooden Bridge Card 6,7,9: 1d3 ⇒ 1 Wooden Bridge Card 6: Seleval
Random Wooden Bridge Card 7,9: 1d2 ⇒ 1 Wooden Bridge Card 7: Reflecting Shield
Will then choose to put chosen card types on Bottom of deck with Villain being 2nd to last and Muck Graul below that
Recharge Scrying DC 12: 1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9 Scrying spell is discarded
"
Hand: Headband of Alluring Charisma, BoThoth, BoMilani, Vampire Bat, Old Salt, b1Blessing of Nethys,
Displayed:
Deck: 10 Discard: 5 Buried: 1
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. Can use 1(maybe 2) cards to grant reroll of 1 die at location.
Middle of Deck (Unknown Order): 2 Scrying, 1 BoAbadar, s2Cloudburst, ar1Helm of Telepathy, Byzantine Lexicon, s3Life Drain
Recharged: s1Cure, al1Bound Lantern Archon, s4Fire Snake, 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 = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Harsk: Blessing of Angradd recharged for Seelah; card recharged for Meliski
Notes for Meliski: reroll used;mat used
Courtyard 4 (random 1,7), 3 remain // 1=Cape of Escape, 3=Faceless Stalker, 4=Lamia Cultist
Temple CLOSED
Thassilonian Dungeon CLOSED
Reiko - Wooden Bridge (random 7,9)6,5 remain // 5=Muck Graul, 6=Seleval(V4), 7=Armor 4, 9=? Ally
Seelah, Meliski - Deeper Dungeons CLOSED
Harsk - Warrens 3-10 remain // 3=Large Chest (Barrier B)

Reiko the Ninja |

Turn 15. Hour is 14: Irori. Move to Courtyard. Explore top card, card 4: Lamia Cultist. BYA
Wis 9: 1d6 ⇒ 3 Auto-fail
Take ranged combat damage: 1d4 - 1 ⇒ (4) - 1 = 3. Banish Bury Recharge Shozoku to reduce to 0.
Before combat, reveal fluid for poison power.
Acro 8: 1d10 + 6 + 1d8 + 1 ⇒ (9) + 6 + (7) + 1 = 23 Auto-success
For combat, cast Chain Vortex and reveal fluid for poison power. Also use Remote combat support from Harsk
Combat 19: 1d10 + 6 + 2d6 + 1d8 + 1 + 1d4 + 1 ⇒ (7) + 6 + (1, 1) + (3) + 1 + (1) + 1 = 21 Success!
AYA has no effect.
Attempt to close. Reveal fluid for poison power.
Acro 10: 1d10 + 6 + 1d8 + 1 ⇒ (9) + 6 + (6) + 1 = 22 Success!
Courtyard closed!
Discard Master Cartman to move to Wooden Bridge and explore.
Random card (7, 9): 1d2 ⇒ 2, card 9: Ameiko Kaijitsu
Cha 7: 1d8 + 1 ⇒ (3) + 1 = 4 Fail
I'll hold the Norgorber to help acquire the Armor 4. End turn. Reset hand, drawing 3
Hand: Embalming Fluid, Venomous Dagger +2, Bo Norgorber, Venomous Fighting Fan +1, Defending Sansetsukon +1, Double Chicken Saber + 1,
Displayed:
Deck: 8 Discard: 5 Buried: 1
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Blessing available: Norgorber bless x2 to acquire.
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 = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Harsk: Blessing of Angradd recharged for Seelah; cards recharged for Meliski and reiko
Notes for Meliski: reroll used;mat used
Courtyard CLOSED
Temple CLOSED
Thassilonian Dungeon CLOSED
Reiko - Wooden Bridge 7, 6, 5 remain // 5=Muck Graul, 6=Seleval(V4), 7=Armor 4
Seelah, Meliski - Deeper Dungeons CLOSED
Harsk - Warrens 3-10 remain // 3=Large Chest (Barrier B)

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Out of Turn Updates: Recharged: Blessing of Angradd for Seelah, Recharged: zRunechill Hatchet +2 for support for Meliski, and Recharged: Returning Throwing Axe +1 for support for Reiko
Turn Order: Seelah, Meliski, Reiko, Harsk
Turn: # 16 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Stay at Warrens
Explore: Warrens Card 3 - Large Chest (Barrier B)
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.
Check to Defeat is 14, I will Recharge: Masterwork Tools to defeat Large Chest
Random Weapons from Box: 1d4 ⇒ 4
Weapons put in Hand -
Heavy Pick +1 (Weapon 2)
Greatclub +3 (Weapon 4)
Returning Throwing Axe +1 (Weapon B)
Starknife (Weapon B)
I will end my turn and Examine: Warrens Card 4 - Hill Giant (Monster B)
I will Discard: zHeavy Pick +1, zGreatclub +3, zReturning Throwing Axe +1, and zStarknife, I will rest my hand to 7 (Draw 4)
Hand: Archer's Bracers, Humanbane Crossbow +2, Blessing of Milani (1), Venomous Hand Crossbow +1, Gem of Physical Prowess, Hatchetbird, Snakeskin Tunic
Displayed:
Deck: 13 Discard: 7 Buried: 0
Notes: 2 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 Milani (1)Sideboard cards: Tooled Crocodile Skin;
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 Milani (2) Blessing of Cayden Cailean (1) Blessing of Abadar Legionnaire Chaplain Dragonbreath Shot Deathbane Light Crossbow +1 Deathbane Light Crossbow +1 Bombardier Bow Navigator Musket +1
Recharged: Cure, Blessing of Angradd, zRunechill Hatchet +2, Masterwork Tools
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 = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: reroll used;mat used
Random Card(s) Used: Weapon 1,2,3,4
Courtyard CLOSED
Temple CLOSED
Thassilonian Dungeon CLOSED
Reiko - Wooden Bridge 7, 6, 5 remain // 5=Muck Graul, 6=Seleval(V4), 7=Armor 4
Seelah, Meliski - Deeper Dungeons CLOSED
Harsk - Warrens 4-10 remain // 4=Hill Giant (Monster B)