
Seelah - notshown |

Turn Order - Seelah, Meliski, Reiko, Harsk
Turn 17 - Blessing Card 12: Blessing of the Gods
Give Card: None
Move: Deeper Dungeons -> Wooden Bridge
Explore: Wooden Bridge Card 7: Reflecting Shield (Armor 4)
Seelah auto-fails this check. Reiko must make a Constitution Fortitude 7 check to acquire. Assuming Reiko succeeds (using her Blessing of Norgerber and another blessing from Meliski for 4d6 vs 7), Seelah discards Shock Glaive +1 as Mental damage.
I discard Scribe to explore Card 6: Seval (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.
Strength Melee 1d10+5
Mokmurian’s Club 1d10+2
Blessing of Angradd 1d10
Discard Tripartite Spear +2 (per Mok Club power) 1d10
Harsk's artillery support 1d4+1
Recharge Hatchet Bird 1d6
None
Combat 21: 1d10 + 5 + 1d10 + 2 + 1d10 + 1d10 + 1d4 + 1 + 1d6 ⇒ (7) + 5 + (2) + 2 + (4) + (1) + (4) + 1 + (4) = 30 Victory!
Harsk can temp close Warrens automatically if he uses Blessing of Milani.
I declare victory!

Reiko the Ninja |

Will do just that. Discard Norgorber and ask Meliski for a blessing
Con 7: 4d6 ⇒ (2, 3, 3, 2) = 10 Acquired!
Will use character power to banish armor to let Seelah heal 1 Just kidding.

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Rewards put in discussion.
Development:
Even after they breathe their last, the lamia cultists’ words echo
in your mind. Who is the goddess they mentioned? Could
Alaznist herself really be in the rooms beyond? Is this where she
retreated to weather Earthfall? If so, surely she’d reward a capable
adventurer such as yourself all riches you request.
Then again, you did just kill her worshipers. The Runelord of
Wrath might very likely try to smite you where you stand.
Let her. If you’re destined to fight Alaznist, you’ll defeat her,
and you’ll take all the power and wealth that you rightly deserve.
All will be envious of you, or life isn’t worth living!
2-4E: A Shadow of Wrath
This is it. This is where all your preparations, all your
journeys since Sandpoint, and all your revelations in the
Wrathworks have led. You’ll get your just desserts even
if you have to take them forcibly. Your palms begin to sweat in
envious anticipation.
As you round the smooth corridor’s corner, you come upon
a small, rounded alcove with no exit. Shot through the alcove’s
granite are veins of a glowing green substance, and it positively
churns with magical power. The covetous sense that has coursed
through your mind as you’ve adventured in these ruins pulses and
flares; never has it been stronger. You ache with barely bearable
envy, for before you is a sight that makes even the gem-encrusted
tapestries, gilded laboratory, and magnificent magic equipment
pale in comparison.
There, poised regally on a floating dais, is none other than
Belimarius, Queen of Edasseril. Her image is incomparable as
she stands there, gold-and-purple robes flowing, gleaming pearls
draped around her neck and hair, and studded silver punctuating
her eyebrows.
You had been wrong this whole time—Alaznist is nowhere to be
found, and it was the Runelord of Envy who lived here this whole
time. Should you bow to her? Should you demand the wealth and
power that is yours by right?
“Interloper,” the runelord says in a voice that rings sharp and
cold. “You think you have demands to make of me. Don’t you
realize that you’ve been under my influence this whole time?”
Flabbergasted, you open your mouth to reply. Nothing comes out.
“If you aren’t here to free me, then you’re here to die.”
The statement is so matter-of-fact that it chills your blood,
though something about this whole situation seems off.
Your doubts will have to wait, because Belimarius’s full fury is
descending on you!

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During This Adventure:
During This Scenario: For your move step, if any other open locations are occupied,
move to one.
When you defeat a monster or acquire a boon, each other character
at your location attempts a Wisdom 7 check; you are dealt 1 point
of Combat damage for each character that fails.
Additional Rules:
None Villain 4
Type: Monster
Traits: Human Abjurer
To Defeat: Combat 19 THEN Combat Arcane 19
During this encounter, other characters may not play cards or use powers.
Scenario Level (#): 4
Turn: 1, Meliski/Zalarian
Monsters
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Monster 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
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.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
Barriers
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
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 B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Weapons
RotR
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. 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 to a combat check at another location.
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
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
RotR
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
RotR
Weapon 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.
Spells
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.
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 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
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Armors
RotR
Armor 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
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.
RotR
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence
Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
RotR
Item 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 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.
Allies
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 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
RotR
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.
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:
Automaton To Acquire:
Intelligence
Knowledge 11
Recharge this card to add 2d8 to your Intelligence or Knowledge check.
Recharge this card to succeed at your check to acquire a spell.
Blessings
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.
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.
RotR
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
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.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 29
Blessings Deck
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 Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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: Harsk/TheGreatNateO, Reiko/eddiephlash, Meliski/Zalarian, Seelah/notshown, None
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
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
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
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
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
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
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
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.
Location #2: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
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
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
None
Villain 4
Type: Monster
Traits:
Human
Abjurer
To Defeat:
Combat 19
THEN Combat
Arcane 19
During this encounter, other characters may not play cards or use powers.
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
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
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.
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
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
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 #3: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
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 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
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
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
RotR
Item 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 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.
Location #4: 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
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
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
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
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
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
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.
RotR
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.
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
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.
Location #5: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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.
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
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
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
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
RotR
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
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
Spell 3
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
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.

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Meliski - 2-4E: A Shadow of Wrath
Loot
Starting Location
Throne Room - heading to thassilonian dungeon on turn
Starting Hand - Choosing Item as favored card
Deck upgrade from prior adventure may alter deck and hand
"
Hand: Binder's Tome, Headband of Alluring Charisma, Byzantine Lexicon, al2Cleric of Nethys, s1Cure#Core, BoThoth, 1 BoAbadar,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 5
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, ar1Helm of Telepathy, s4Fire Snake, 2 BoAbadar, s2Cloudburst, i2Wand of Flying, Wayfarer, Old Salt, s6Scrying, BoSivanah, BoMilani, Vampire Bat, s3Life Drain#Core, s5Fly
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.

Reiko the Ninja |

Reiko will start at the Courtyard. Will hold off on posting hand until upgrades are decided.

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Out of Turn Updates: Due to movement and scenario rules, everyone is starting out at Throne Room
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 1- Blessing of Pharasma
SOT: Recharge Headband of alluring charisma to draw Cloudburst
Give Card: None
Move: Throne Room -> Thassilonian Dungeon
Explore: Thassilonian Dungeon Card 1: Bugbear
Melee Combat Check DC 10: 1d8 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + (3) + (2) = 11 Success
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Will discard a2Cleric of Nethys to examine and rearrange top 2 cards of location and explore
Will put Thassilonian Dungeon Card 2: Blessing of Sarenraeonto top of location deck to explore first
Will put Thassilonian Dungeon Card 3: Potion of Energy Resistance below top card of location deck
Divine Check DC 5: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (2) = 8 Auto Success
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.
Will discard Sarenrae blessing to explore.
Explore: Thassilonian Dungeon Card 3: Potion of Energy Resistance
Intelligence Check DC 4: 1d6 + 0 ⇒ (5) + 0 = 5 Success
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.
Will discard Blessing of Abadar to explore again
Explore: Thassilonian Dungeon Card 4: Frost Ray
Arcane Check DC 6 with Tome: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17 Auto Success
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.
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (4) + 1 = 5
Meliski ends their turn.
Meliski attempts to recover all cards in their Recovery pile.
Recharge Cure Spell DC 8 with Tome: 1d10 + 4 + 14 ⇒ (4) + 4 + 14 = 22 Spell is recharged discarded
Meliski resets their hand revealing lexicon and discarding potion.
"
Hand: s2Cloudburst, Binder's Tome, Byzantine Lexicon, BoThoth, Frost Ray, Blessing of Sarenrae, i2Wand of Flying, BoSivanah,
Displayed:
Deck: 15 Discard: 1 Buried: 0
Hero Points: 5
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, 1 BoAbadar, Wayfarer, Vampire Bat, al2Cleric of Nethys, Old Salt, Headband of Alluring Charisma, Bolstering Armor, s5Fly, 2 BoAbadar, b1Blessing of Nethys, s6Scrying, s3Life Drain#Core, BoMilani
Recharged: s1Cure#Core,
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, Instrument
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 Reikos turn after SOT, Will banish wand of fly to recovery to examine 2 locations and optionally may move a character at current location to different location
Thassilonian Dungeon Card 5: Pit Trap
Shrine to Lamashtu Card 1: Blessing of Shelyn
Move character Meliski to location Throne Room
During Recovery on Reiko's turn
Recharge Wand of Flying DC 12 with Tome: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (1) = 9 Wand is Banished
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished
Courtyard 1-10 remain
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Meliski,Seelah, Harsk, Reiko - Throne Room 1-10 remain
Thassilonian Dungeon 5-10 remain // 5=Pit Trap
Thassilonian Library 1-10 remain

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Harsk- 2-4E: A Shadow of Wrath
Starting Location -
Location #5: Throne Room
Loot
Will Replace Armor: Tooled Crocodile Skin with Snakeskin Tunic
Starting Hand - Favored Card - Weapon
Hand: Legionnaire Chaplain, Bombardier Bow, Hatchetbird, Warhorse, Humanbane Crossbow +2, Venomous Hand Crossbow +1, Masterwork Tools,
Displayed:
Deck: 14 Discard: 0 Buried: 0NOTES:
Available Support: 1 Card(s)s are available for Remote Combat support (1d4+1)
Other: Please bot me if I need to Guard my location!"
Middle of Deck (Unknown Order): Monkey, Blessing of Cayden Cailean, Dragonbreath Shot, Blessing of Milani (1), Returning Throwing Axe +1, Gem of Physical Prowess, Blessing of Abadar, Deathbane Light Crossbow +1, Archer's Bracers, Blessing of Angradd, Blessing of Milani (2), Blessing of Gozreh, Snakeskin Tunic, Navigator Musket +1
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, 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 facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
[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.

Reiko the Ninja |

Starting hand (declaring Poison as always):
Hand: Sacred Candle, Embalming Fluid, Wayfinder, Shozoku of the Night Wind, Materialize, Staff of Minor Healing,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals.
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, Poison
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.
Hero Points: 3

Reiko the Ninja |

Hour is Torag. Start turn at Throne Room, recharge Staff of Minor Healing to draw a card: No distant characters, so I can move where I want. Move to Courtyard. Explore card 1: Shield of Fire Resistance.
Con 6: 1d6 ⇒ 2 Failed.
Recharge Wayfinder to move back to Throne Room and examine top 2 cards: Web (Sp 2), Elven Breastplate (Ar 1)
End turn. Reset hand, drawing 1
Hand: Sacred Candle, Embalming Fluid, Shozoku of the Night Wind, Materialize, Forensic Physician, Double Chicken Saber + 1,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Candle will acquire top blessing when it is a 4, Materialize lets me take your encounter with +3.
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons, Poison
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.
Hero Points: 3

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: Wand is banished
Courtyard 2-10 remain
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Meliski,Seelah, Harsk, Reiko - Throne Room 1-10 remain // 1=Web, 2=Elven Breastplate
Thassilonian Dungeon 5-10 remain // 5=Pit Trap
Thassilonian Library 1-10 remain

Seelah - notshown |

Starting Hand
Seelah - 2-4E: A Shadow of Wrath
Loot
2-2E: Replace Shock Glaive +1 with Impaler of Thorns.
2-4A: Replace Cold Iron Mace +1 with Mokmurian’s Club.
Starting Location
Throne Room
Starting Hand
Favored Card: Weapon
Hand: Impaler of Thorns, Blessing of the Samurai, Blessing of the Lord in Iron, Dwarven Earthbreaker +1, Tripartite Spear +2, Frost Lance +2,
Displayed: Knight's Pennon,
Deck: 14 Discard: 0 Buried: 0
Hero Points: 5
Middle of Deck (Unknown Order): Warhorse, Blessing of Angradd, Kabuto Helmet, Scribe, Helm of the Valkyrie, Legionnaire Chaplain, Hatchet Bird, Mokmurian’s Club, Four-Mirror Armor, Demonbane Longsword +2, Grappler's Mask, Cure, Blessing of Tsukiyo, Dwarven Plate
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Heavy Armors, Weapons
POWERS:
"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.

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Out of Turn Updates: None
Turn Order: Meliski, Reiko, Harsk, Seelah
Turn: # 3 - Hour is: Blessing of Shelyn
Give Card: None
Move: Throne Room -> Thassilonian Dungeon
Explore: Thassilonian Dungeon Card 5 - Pit Trap Barrier B
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.
I will Recharge: Masterwork Tools to Defeat: Pit Trap. Pit Trap will allow an explore. I will Explore: Thassilonian Dungeon Card 6 - Potion of Gracefulness (Item 1)
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.
I will use Intelligence to Acquire Potion of Gracefulness
Acquire Potion of Gracefulness - Intelligence DC 6: 1d6 ⇒ 1 - Failed
I will end my turn, I will Examine: Thassilonian Dungeon Card 7 - Incendiary Cloud (Spell 3). I will Discard: Warhorse to Move -> Throne Room
I will Reset my hand to 7 (draw 2 cards)
Hand: Legionnaire Chaplain, Bombardier Bow, Hatchetbird, Blessing of Milani (2), Humanbane Crossbow +2, Venomous Hand Crossbow +1, Blessing of Angradd,
Displayed:
Deck: 13 Discard: 1 Buried: 0NOTES:
Available Support: 1 Card(s)s are available for Remote Combat support (1d4+1)
Movement: Blessing of Angradd is available for use
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Navigator Musket +1, Gem of Physical Prowess, Blessing of Milani (1), Blessing of Gozreh, Dragonbreath Shot, Archer's Bracers, Monkey, Returning Throwing Axe +1, Deathbane Light Crossbow +1, Blessing of Abadar, Snakeskin Tunic, Blessing of Cayden Cailean
Recharged: Masterwork Tools,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, 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 facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
[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 Hour = Hour Deck Card X where 4 = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished
Courtyard 2-10 remain
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Meliski,Seelah, Harsk, Reiko - Throne Room 1-10 remain // 1=Web, 2=Elven Breastplate
Thassilonian Dungeon 7-10 remain // 5=Incendiary Cloud (Spell 3)
Thassilonian Library 1-10 remain

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Out of Turn Updates: This is the correct post, the one before is wrong.
Turn Order: Meliski, Reiko, Harsk, Seelah
Turn: # 3 - Hour is: Blessing of Zarongel
Give Card: None
Move: Throne Room -> Thassilonian Dungeon
Explore: Thassilonian Dungeon Card 5 - Pit Trap Barrier B
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.
I will Recharge: Masterwork Tools to Defeat: Pit Trap. Pit Trap will allow an explore. I will Explore: Thassilonian Dungeon Card 6 - Chainmail of Cold Resistance
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.
I will use Fortitude to Acquire
Acquire Chainmail of Cold Resistance - Fortitude DC 8: 7 + 3 = 10 - Roll on edit was 7 on the die - Aquired
I will end my turn and Examine: Thassilonian Dungeon Card 7 - Faceless Stalker (Monster 2)
I will Discard: Warhorse to Move: Thassilonian Dungeon -> Throne Room. Hand is at 7 cards
Hand: Legionnaire Chaplain, Bombardier Bow, Hatchetbird, Blessing of Milani (2), Humanbane Crossbow +2, Venomous Hand Crossbow +1, zChainmail of Cold Resistance,
Displayed:
Deck: 14 Discard: 1 Buried: 0NOTES:
Available Support: 2 Card(s)s are available for Remote Combat support (1d4+1)
Movement: Blessing of Angradd is available for use
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Snakeskin Tunic, Blessing of Milani (1), Blessing of Gozreh, Archer's Bracers, Deathbane Light Crossbow +1, Blessing of Cayden Cailean, Returning Throwing Axe +1, Blessing of Angradd, Monkey, Dragonbreath Shot, Blessing of Abadar, Navigator Musket +1, Gem of Physical Prowess
Recharged: Masterwork Tools,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, 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 facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
[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 Hour = Hour Deck Card X where 4 = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished
Courtyard 2-10 remain
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Meliski, Seelah, Harsk, Reiko - Throne Room 1-10 remain // 1=Web, 2=Elven Breastplate
Thassilonian Dungeon 7-10 remain // 7=Faceless Stalker
Thassilonian Library 1-10 remain

Seelah - notshown |

Turn Order - Meliski, Reiko, Harsk, Seelah
Turn 4 - Card 3: Blessing of the Gods
At the Start of my turn, I examine the top card of my location deck.
Throne Room Card 1: Web (Spell 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: Throne Room -> Thassilonian Dungeon
Explore: Thassilonian Dungeon Card 7 - Faceless Stalker (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.
Wisdom 7: 1d8 + 2 + 2 + 1d6 ⇒ (2) + 2 + 2 + (2) = 8 Success!
Strength Melee 1d10+5
Impaler of Thorns 1d8+2
Knight's Pennon +1
Harsk's artillery support 1d4+1
Will use Harsk's artillery support.
Combat 12: 1d10 + 5 + 1d8 + 2 + 1 + 1d4 + 1 ⇒ (2) + 5 + (1) + 2 + 1 + (1) + 1 = 13 Victory!
I discard Blessing of the Samurai to explore Card 8 Light Crossbow +1 (Weapon 2)
I automatically fail the check.
I end my turn and reset my hand.
Hand: Impaler of Thorns, Blessing of the Lord in Iron, Dwarven Earthbreaker +1, Tripartite Spear +2, Frost Lance +2, Warhorse, Grappler's Mask,
Displayed: Knight's Pennon,
Deck: 12 Discard: 1 Buried: 0
Hero Points: 5
Middle of Deck (Unknown Order): Dwarven Plate, Blessing of Angradd, Cure, Four-Mirror Armor, Demonbane Longsword +2, Blessing of Tsukiyo, Mokmurian’s Club, Scribe, Hatchet Bird, Kabuto Helmet, Helm of the Valkyrie, Legionnaire Chaplain
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Heavy Armors, Weapons
POWERS:
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.
Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where 4 = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished
Courtyard 2-10 remain
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Meliski, Harsk, Reiko - Throne Room 2-10, 1 remain // 1=Web, 2=Elven Breastplate
Seelah - Thassilonian Dungeon 9-10 remain // Remaining cards should be spells
Thassilonian Library 1-10 remain

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 5 - Blessings Deck Card 4 Meliski/Zalarian
Blessing of the Gods
SOT: None
Give Card: None
Move: Must move from Throne room to Thassilonian Dungeon
Explore: Thassilonian Dungeon Card 9: Mirror Image
Will choose to fail check to acquire; result is 0 and spell is banished.
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.
Will discard Blessing of Sarenrae to explore last card.
Explore: Thassilonian Dungeon Card 10: Swipe
Divine Check DC 6 with tome: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (3) = 10 Auto Success
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.
Seelah is tempted by greed and envy but resists
Seelah Wisdom Check DC 7: 1d8 + 2 ⇒ (6) + 2 = 8 Success
Attempt to close dungeon
Arcane Check DC 7 with tome: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (1) = 14 Success
Thassilonian Dungeon is closed
move to one.
When you defeat a monster or acquire a boon, each other character
at your location attempts a Wisdom 7 check; you are dealt 1 point
of Combat damage for each character that fails.
Meliski ends his turn.
Meliski attempts to recover all cards in his Recovery pile.
Meliski resets his hand discarding frost ray and revealing lexicon.
"
Hand: s2Cloudburst, Binder's Tome, Byzantine Lexicon, BoThoth, BoSivanah, Swipe, s3Life Drain#Core,
Displayed:
Deck: 14 Discard: 3 Buried: 0
Hero Points: 5
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, s4Fire Snake, b1Blessing of Nethys, 2 BoAbadar, Wayfarer, al2Cleric of Nethys, BoMilani, 1 BoAbadar, Headband of Alluring Charisma, Old Salt, s6Scrying, Bolstering Armor
Recharged: s1Cure#Core,
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, Instrument
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 Hour = Hour Deck Card X where 4 = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished
Courtyard 2-10 remain
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Harsk, Reiko - Throne Room 2-10, 1 remain // 1=Web, 2=Elven Breastplate
Seelah, Meliski - Thassilonian Dungeon CLOSED
Thassilonian Library 1-10 remain

Reiko the Ninja |

Start turn 6, hour is #5: Lamashtu. Start at Throne room. Recharge Sacred candle to draw a card: Defending Sansetsukon +1. Only other occupied location is closed, so may move freely. Move to Courtyard.
Explore Courtyard card 2: Spiked Chain
Str 8: 1d6 ⇒ 5 Auto-fail
Discard physician to explore card 3: Magic Shield.
Con 6: 1d6 ⇒ 2 Fail
End turn. Reset hand, drawing 1
Hand: Embalming Fluid, Shozoku of the Night Wind, Materialize, Double Chicken Saber + 1, Defending Sansetsukon +1, Master Cartman,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Materialize lets me take your encounter with +3.
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons, Poison
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.
Hero Points: 3

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Out of Turn Updates: None
Turn Order: Meliski, Reiko, Harsk, Seelah
Turn: # 7 - Hour is: Blessing of the Gods
Give Card: None
Move: Throne Room -> Courtyard
Explore: Courtyard Card 4 - Chime of Unlocking (Item 2)
I will not attempt to Acquire
I will Discard: Hatchetbird to Move: Courtyard -> Throne Room and Explore: Throne Room Card 2 - Elven Breastplate
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.
I will use Fortitude to Acquire
Acquire Elven Breastplate - Fortitude DC 7: 1d10 + 3 ⇒ (9) + 3 = 12 - Acquired
I will Discard: Legionnaire Chaplain to Explore: Throne Room Card 3 - Grindylow (Monster P)
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
I will Humanbane Crossbow +2 and Ranged Skill (2d10 + 8)
Grindylow - Combat DC 16: 2d10 + 8 ⇒ (4, 2) + 8 = 14 - Failed
I will cross out Sea Legs Reward - 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.
Grindylow Reroll - Combat DC 16: 2d10 + 1d6 + 8 ⇒ (8, 10) + (3) + 8 = 29 - Success
I will end my turn and Examine: Throne Room Card 4 - Blessing of Desna (Blessing B)
I will reset my hand to 7 (Draw 1 card)
Hand: Gem of Physical Prowess, Bombardier Bow, zElven Breastplate, Blessing of Milani (2), Humanbane Crossbow +2, Venomous Hand Crossbow +1, zChainmail of Cold Resistance,
Displayed:
Deck: 13 Discard: 3 Buried: 0NOTES:
Available Support: 2 Card(s)s are available for Remote Combat support (1d4+1). Blessing of Milani (2) is available for use.
Other: Please bot me if I need to Guard my location
Middle of Deck (Unknown Order): Snakeskin Tunic, Deathbane Light Crossbow +1, Archer's Bracers, Blessing of Angradd, Monkey, Blessing of Gozreh, Dragonbreath Shot, Blessing of Abadar, Blessing of Cayden Cailean, Blessing of Milani (1), Navigator Musket +1, Returning Throwing Axe +1
Recharged: Masterwork Tools,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, 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 facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
[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 Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished
Reiko - Courtyard 5-10 remain
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Harsk - Throne Room 4-10, 1 remain // 1=Web, 4=Blessing of Desna (Blessing B)
Seelah, Meliski - Thassilonian Dungeon CLOSED
Thassilonian Library 1-10 remain

Seelah - notshown |

Turn Order - Meliski, Reiko, Harsk, Seelah
Turn 8 - Card 7: Blessing of Lamashtu
At the start of my turn, I discard Frost Lance +2 to allow Meliski to shuffle 2 random cards from his discard pile back into his deck.
Give Card: Tripartite Spear to Meliski
Move: Thassilonian Dungeon -> Throne Room (the grass seems to be greener over there...)
Explore: Throne Room Card 4 - Blessing of Desna (Blessing B/0)
Without armor, I decline success.
I end my turn, discarding Warhorse to move to Thassilonian Library; then I reset my hand (3 cards).
Hand: Blessing of the Lord in Iron, Dwarven Earthbreaker +1, Impaler of Thorns, Grappler's Mask, Scribe, Kabuto Helmet, Four-Mirror Armor,
Displayed: Knight's Pennon,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 5
NOTES:
Available Support: Knight's Pennon is displayed! Master Cartman makes it a +2 to all combats.
Middle of Deck (Unknown Order): Blessing of Angradd, Blessing of Tsukiyo, Helm of the Valkyrie, Mokmurian’s Club, Cure, Demonbane Longsword +2, Dwarven Plate, Hatchet Bird, Legionnaire Chaplain
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Heavy Armors, Weapons
POWERS:
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.
Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished
Reiko - Courtyard 5-10 remain
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Harsk - Throne Room 5-10, 1 remain // 1=Web
Meliski - Thassilonian Dungeon CLOSED
Seelah - Thassilonian Library 1-10 remain

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Out of Turn Updates: Received Tripartite Spear and heal from Seelah
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 9 - Blessings Deck Card 8 Meliski/Zalarian
Blessing of Iomedae
SOT: None
Give Card: None
Move: Thassilonian Dungeon -> Throne Room
Explore: Throne Room Card 5: Ghoul with pennon and master cartman (+2)
Life Drain Spell Combat Check DC 11: 2d4 + 1d10 + 4 + 2 ⇒ (4, 3) + (1) + 4 + 2 = 14 Monster defeated
Random Card (Blessing of Saranae) is shuffled into deck
RotR
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Will recharge lexicon for Harsk wisdom 7 check
Wisdom Check DC 7: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (3) = 5 No Success; discard swipe for 1 combat damage
Will discard Blessing of Sivanah to explore
Explore: Throne Room Card 6: Heavy Crossbow
Will decline to acquire
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
move to one.
When you defeat a monster or acquire a boon, each other character
at your location attempts a Wisdom 7 check; you are dealt 1 point
of Combat damage for each character that fails.
Meliski ends his turn.
Meliski attempts to recover all cards in his Recovery pile.
Recharge Life Drain DC 9: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (4) = 17 Spell is Recharged discarded
Meliski resets his hand.
"
Hand: Tripartite Spear, s2Cloudburst, Binder's Tome, BoThoth, Old Salt, s4Fire Snake, s1Cure#Core,
Displayed:
Deck: 16 Discard: 2 Buried: 0
Hero Points: 5
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, Vampire Bat, Bolstering Armor, Potion of Energy Resistance, 1 BoAbadar, Blessing of Sarenrae, s6Scrying, 2 BoAbadar, s5Fly, Frost Ray, BoMilani, Headband of Alluring Charisma, Wayfarer, al2Cleric of Nethys
Recharged: Byzantine Lexicon, s3Life Drain#Core,
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, Instrument
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 Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished
Reiko - Courtyard 5-10 remain
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Harsk, Meliski - Throne Room 7-10, 1 remain // 1=Web
Thassilonian Dungeon CLOSED
Seelah - Thassilonian Library 1-10 remain

Seelah - notshown |

Out of turn update
Seelah displayed Four Mirror Armor at the start of Meliski's turn.

Reiko the Ninja |

Turn 10. Hour is 9: Torag. Move to Throne Room. Explore top card, card 7: Short Sword +1
Str 7: 1d6 ⇒ 6 Fail.
Discard Cartman to move to Courtyard and explore top card, card 5: Muck Graul. Reveal Sansetsukon, and use poison power.
BYA Acro 8 (use Poison power): 1d10 + 6 + 1d8 + 1 ⇒ (8) + 6 + (7) + 1 = 22 Auto
Combat 15: 1d10 + 6 + 1d6 + 1 + 1d8 + 1 ⇒ (3) + 6 + (5) + 1 + (6) + 1 = 22 Defeated
No fire, so aya, fight him again, doing the same, but discarding sansetsukon.
BYA Acro 8 (use Poison power): 1d10 + 6 + 1d8 + 1 ⇒ (5) + 6 + (7) + 1 = 19 Auto
Combat 15: 1d10 + 6 + 2d6 + 1 + 1d8 + 1 ⇒ (9) + 6 + (6, 4) + 1 + (7) + 1 = 34 Defeated
Recharge Muck into location
End turn, reset hand, drawing 2
Hand: Embalming Fluid, Shozoku of the Night Wind, Materialize, Double Chicken Saber + 1, Adamantine Sai +2, Bo Savored Sting,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Materialize lets me take your encounter with +3. Blessing available (add highest result of a d4, d6, d8, d10 roll to any 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, Poison
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.
Hero Points: 3
Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished
Reiko - Courtyard 6-10 remain
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Harsk, Meliski - Throne Room 8-10, 1 remain // 1=Web
Thassilonian Dungeon CLOSED
Seelah - Thassilonian Library 1-10 remain

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Out of Turn Updates: Because Knight's Pennon was displayed (+1) and Reiko's Carman was in hand (+1) the first check on the Grindylow was Successful. Sea Leg rewards was not used.
Turn Order: Meliski, Reiko, Harsk, Seelah
Turn: # 11 - Hour is: Blessing of the Gods
Give Card: zChainmail of Cold Resistance -> Meliski
Move: Throne Room -> Courtyard
Explore: Courtyard Card 6 - Headband of Inspired Wisdom (Item 4)
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.
I will use Meliski's Blessing of Thoth to add 2 die for check
Acquire Headband of Inspired Wisdom - Wisdom DC 7: 3d6 + 1 ⇒ (6, 3, 3) + 1 = 13 - Success
Reiko will fail Wisdom check, I will Reveal: zElven Breastplate to reduce 1 damage
I will Discard: Blessing of Milani to Explore: Courtyard Card 7 - Hill Giant (Monster 4)
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
For combat I will use my Ranged Skill (1d10+6) and Display: Bombardier Bow (1d8+1), I will Recharge: Bombardier Bow and Venomous Hand Crossbow +1 (2d4) and Knight's Pennon is Displayed (+1)
Hill Giant - Combat DC 15: 1d10 + 1d8 + 2d4 + 8 ⇒ (4) + (1) + (1, 3) + 8 = 17 - Success
Reiko will fail Wisdom check, I will Reveal: zElven Breastplate to reduce 1 damage
I will end my turn and Examine: Courtyard Card 8 - Shadow (Monster B), I will Reset my hand to 7 (Draw 3)
Hand: Gem of Physical Prowess, Navigator Musket +1, zElven Breastplate, Snakeskin Tunic, Humanbane Crossbow +2, Dragonbreath Shot, zHeadband of Inspired Wisdom,
Displayed:
Deck: 12 Discard: 4 Buried: 0NOTES:
Available Support: 1 Card(s)s are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Monkey, Deathbane Light Crossbow +1, Blessing of Cayden Cailean, Returning Throwing Axe +1, Archer's Bracers, Blessing of Abadar, Blessing of Milani (1), Blessing of Gozreh, Blessing of Angradd
Recharged: Masterwork Tools, Bombardier Bow, Venomous Hand Crossbow +1,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, 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 facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
[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 Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished, Blessing of Thoth Used
Additional Info 1: Knight's Pennon is Displayed (+1 for Combat)
Reiko, Harsk - Courtyard 8-10 remain // 8=Shadow (Monster B)
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Meliski - Throne Room 8-10, 1 remain // 1=Web
Thassilonian Dungeon CLOSED
Seelah - Thassilonian Library 1-10 remain

Seelah - notshown |

Turn Order - Meliski, Reiko, Harsk, Seelah
Turn 12 - Card 11: Blessing of Pharasma
At the Start of my turn, I examine the top card of my location deck.
Thassilonian Library Card 1: Goblin Commando (Monster B).
Give Card: None
Move: Thassilonian Library -> Throne Room (the grass seems to be greener over there...)
Explore: Throne Room Card 8 - Skinsaw Ritual (Barrier 2)
Meliski and Seelah must encounter and defeat a Skinsaw Cultist.
Type: Monster
Traits: Human, Cultist
To Defeat: Combat 11
If undefeated, shuffle the top card of the blessings deck into this location deck.
Strength Melee 1d10+5
Impaler of Thorns 1d8+2
Knight's Pennon +1
Meliski's Binder's Tome 1d4 Mental
This is an automatic victory for Seelah. If Meliski fails his Wis check after Seelah's victory, I reveal Kabuto Helmet to reduce the damage by 1 to 0.
Assuming Meliski defeats his Cultist:
I discard Scribe to explore Card 9: Staff of Heaven and Earth (Item 4)
Divine 8: 1d8 + 3 ⇒ (8) + 3 = 11 Acquired! Again, if Meliski fails his Wis check after Seelah's acquisition, I reveal Kabuto Helmet to reduce the damage by 1 to 0.
I end my turn and reset my hand (2 cards).
Hand: Blessing of the Lord in Iron, Dwarven Earthbreaker +1, Impaler of Thorns, Grappler's Mask, Kabuto Helmet, Legionnaire Chaplain, Hatchet Bird,
Displayed: Knight's Pennon, Four-Mirror Armor,
Deck: 7 Discard: 4 Buried: 0
Hero Points: 5
NOTES:
Available Support: Knight's Pennon is displayed!
Middle of Deck (Unknown Order): Demonbane Longsword +2, Helm of the Valkyrie, Mokmurian’s Club, Dwarven Plate, Blessing of Tsukiyo, Blessing of Angradd, Cure
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Heavy Armors, Weapons
POWERS:
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.
Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished, Blessing of Thoth Used, armor received
Additional Info 1: Knight's Pennon is Displayed (+1 for Combat)
Reiko, Harsk - Courtyard 8-10 remain // 8=Shadow (Monster B)
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Meliski, Seelah - Throne Room 10, 1 remain // 1=Web, 10=(Item ?)
Thassilonian Dungeon CLOSED
Thassilonian Library 1-10 remain

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Out of Turn Updates: Received Chainmail and discard Blessing of Thoth during Harsk' turn. Skinsaw Cultist Fight during Seelah's turn
Reiko will use Materialize to move to Throne Room to take the encounter and then evade the skinsaw cultist
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 13 - Blessings Deck Card 12 Meliski/Zalarian
Blessing of the Gods
SOT: None
Give Card: None
Cure Seelah 1d4+1 Cards: 1d4 + 1 ⇒ (4) + 1 = 5 Seelah is healed 5 cards
Move: Throne Room -> Courtyard
Explore: Courtyard Card 8: Shadow
If non-villain monster, may ignore BYA
Cloudburst Spell Combat Check DC 13: 3d6 + 1d10 + 4 ⇒ (4, 3, 5) + (2) + 4 = 18 Monster defeated
After the encounter, I will move to Thassilonian Library. Assumption is that checking for damage happens after the encounter which will choose to happen after moving so check
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.
Will discard Old Salt to explore
Explore: Thassilonian Library Card 1: Goblin Commando
Will recharge chainmail for 1 ranged combat damage and Pennon adds 1
Seelah Tripartite Spear +2 Combat Check DC 9 (Add +5 for every 3 rolled on each D8: 2d8 + 3 + 1 ⇒ (7, 6) + 3 + 1 = 17 Monster defeated
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
move to one.
When you defeat a monster or acquire a boon, each other character
at your location attempts a Wisdom 7 check; you are dealt 1 point
of Combat damage for each character that fails.
Meliski ends their turn.
Meliski attempts to recover all cards in their Recovery pile.
s1Cure#Core: Arcane 8: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (3) = 14 -> s1Cure#Core recharged .
s2Cloudburst: Arcane 13: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (2) = 8 -> s2Cloudburst discarded.
Meliski resets their hand.
"
Hand: Tripartite Spear, s4Fire Snake, Binder's Tome, Potion of Energy Resistance, Frost Ray, b1Blessing of Nethys, Blessing of Sarenrae,
Displayed:
Deck: 14 Discard: 5 Buried: 0
Hero Points: 5
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): Wayfarer, Vampire Bat, 1 BoAbadar, BoMilani, Bolstering Armor, s5Fly, 2 BoAbadar, s6Scrying, Headband of Alluring Charisma, al2Cleric of Nethys
Recharged: Byzantine Lexicon, s3Life Drain#Core, Chainmail of Cold Resistance, s1Cure#Core,
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, Instrument
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 Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Seelah: Healed for 5 cards
Notes for Meliski: Wand is banished, Blessing of Thoth Used, armor received
Additional Info 1: Knight's Pennon is Displayed (+1 for Combat)
Harsk - Courtyard 9-10 remain
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Seelah, Reiko - Throne Room 10, 1 remain // 1=Web, 10=(Item ?)
Thassilonian Dungeon CLOSED
Meliski - Thassilonian Library 2-10 remain

Reiko the Ninja |

Discard Materialize to take Seelah's combat and evade.
Start turn 14, hour is Irori. Move to occupied open location: Courtyard. Explore top card, card 9: Blessing of the Gods. Auto acquired. [ooc]
Harsk's Wis 7: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8 Success! No damage.
[ooc] Discard BotG to explore last card: Longbow +1
Ranged 9: 1d10 + 5 ⇒ (7) + 5 = 12 Acquired.
Harsk's Wis 7: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6 Fail, recharge Sai to reduce by 2.
Banish Longbow to heal random card: 1d5 ⇒ 4: Master Cartman
Location is empty, attempt to close.
Acro 10: 1d10 + 6 ⇒ (7) + 6 = 13 Courtyard closed!
End turn. Reset hand, drawing 2
Hand: Embalming Fluid, Shozoku of the Night Wind, Double Chicken Saber + 1, Bo Savored Sting, Bo Horus, Sacred Candle,
Displayed:
Deck: 11 Discard: 4 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. BoSS available (add highest result of a d4, d6, d8, d10 roll to any check), and Horus available to double bless dex/electric. Candle will nab a lvl 4 hour.
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, Poison
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.
Hero Points: 3
Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Seelah: Healed for 5 cards
Notes for Meliski: Wand is banished, Blessing of Thoth Used, armor received
Additional Info 1: Knight's Pennon is Displayed (+1 for Combat)
Harsk, Reiko - Courtyard CLOSED
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Seelah - Throne Room 10, 1 remain // 1=Web, 10=(Item ?)
Thassilonian Dungeon CLOSED
Meliski - Thassilonian Library 2-10 remain

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Out of Turn Updates: At the Start of Seelah Turn I Display: Dragonbreath Shot
Turn Order: Meliski, Reiko, Harsk, Seelah
Turn: # 15 - Hour is: Shelyn
Give Card: None
Move: Courtyard -> Thassilonian Library
Explore: Thassilonian Library Card 2 - Blessing of Irori (Blessing B)
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.
I will Use Intelligence to Acquire Blessing of Irori
Acquire Blessing of Irori - Intelligence DC 4: 1d6 ⇒ 4 - Success
Meliski will fail Wisdom check, I will Reveal: zElven Breastplate to reduce 1 damage
I will Discard: Blessing of Irori to Explore: Thassilonian Library Card 3 - Carrionstorm (Monster 2)
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.
For Combat I will use my Ranged Skill (1d10+6) and Reveal: Humanbane Crossbow +2 (1d10+2) and Knight's Pennon is Displayed (+1)
Carrionstorm - Combat DC 12: 2d10 + 9 ⇒ (6, 4) + 9 = 19 - Success
Meliski will fail Wisdom check, I will Reveal: zElven Breastplate to reduce 1 damage
I will end my turn and Examine Thasilonian Library Card 4 - Blessing of the Gods (Blessing B). I will Reset my hand to 7 (Draw 1 card)
Hand: Gem of Physical Prowess, Navigator Musket +1, zElven Breastplate, Snakeskin Tunic, Humanbane Crossbow +2, Blessing of Angradd, zHeadband of Inspired Wisdom,
Displayed: Dragonbreath Shot,
Deck: 11 Discard: 5 Buried: 0NOTES:
Available Support: 1 Card(s)s are available for Remote Combat support (1d4+1).My Headband give me +2 on Wisdom Checks.
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of Abadar, Deathbane Light Crossbow +1, Blessing of Gozreh, Returning Throwing Axe +1, Blessing of Milani (1), Blessing of Cayden Cailean, Monkey, Archer's Bracers
Recharged: Masterwork Tools, Bombardier Bow, Venomous Hand Crossbow +1,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, 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 facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
[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 Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Seelah: Healed for 5 cards
Notes for Meliski: Wand is banished, Blessing of Thoth Used, armor received
Additional Info 1: Knight's Pennon is Displayed (+1 for Combat)
Reiko - Courtyard CLOSED
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Seelah - Throne Room 10, 1 remain // 1=Web, 10=(Item ?)
Thassilonian Dungeon CLOSED
Meliski, Harsk - Thassilonian Library 4-10 remain // 4=Blessing of the Gods (Blessing B)

Seelah - notshown |

Out of Turn Update Meliski healed 5 cards for Seelah in Turn 13 (Thanks!)
Blessing of the Samurai, Frost Lance +2, Warhorse, and Scribe were shuffled into my deck.
Turn Order - Meliski, Reiko, Harsk, Seelah
Turn 16 - Card 15: Blessing of the Gods
At the Start of my turn, I examine the top card of my location deck.
TThrone Room Card 10: BirdCruncher Crown (Item P). 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: Throne Room -> Thassilonian Library (Those guys sure look like they're having fun over there...)
Explore: Thassilonian Library Card 4 - Blessing of the Gods (Blessing B)
I automatically acquire it.
Meliski's Wisdom check automatically fails.
Harsk's Wisdom check: 1d6 + 1 ⇒ (1) + 1 = 2
I I reveal Kabuto Helmet to reduce the damage by 1; I discard Dwarven Earthbreaker +1 for the other point.
Meliski and Harsk slap Seelah in envious frustration; Meliski's blow harmlessly deflects off the paladin's helmet, but Harsk knocks the magical hammer from her grasp.
I discard Hatchet Bird to move to Throne Room and explore Card 1 Web (Spell 2)
Intelligence: 1d6 + 1d6 ⇒ (4) + (4) = 8 Acquired!
Seelah looks nervously around, but her "friends" haven't followed her here...yet.
I discard Legionnaire Chaplain to explore Card 10 BirdCruncher Crown (Item P).
I reveal Kabuto Helmet to add 1d4 to the check.
Diplomacy 8: 1d8 + 3 + 1d4 ⇒ (5) + 3 + (3) = 11 Acquired!
All cards are gone from the Throne Room; I attempt to close location.
I reveal Kabuto Helmet to add 1d4 to the check.
Diplomacy 6: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12 Success! Throne Room is closed!
I end my turn, discarding Web before reseting my hand (2 cards).
Hand: Blessing of the Lord in Iron, Impaler of Thorns, Grappler's Mask, Kabuto Helmet, zBlessing of the Gods, Helm of the Valkyrie, Frost Lance +2,
Displayed: Knight's Pennon, Four-Mirror Armor,
Deck: 9 Discard: 4 Buried: 0
Hero Points: 5
NOTES:
Available Support: Knight's Pennon is displayed!
Middle of Deck (Unknown Order): Dwarven Plate, Warhorse, Blessing of Angradd, Demonbane Longsword +2, Blessing of the Samurai, Scribe, Blessing of Tsukiyo, Cure, Mokmurian’s Club
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Heavy Armors, Weapons
POWERS:
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.
Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Seelah: Healed for 5 cards
Notes for Meliski: Wand is banished, Blessing of Thoth Used, armor received
Additional Info 1: Knight's Pennon is Displayed (+1 for Combat)
Reiko - Courtyard CLOSED
Shrine to Lamashtu 1-10 remain // 1=Blessing of Shelyn
Seelah - Throne Room CLOSED
Thassilonian Dungeon CLOSED
Meliski, Harsk - Thassilonian Library 5-10 remain

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 17 - Blessings Deck Card 16 Meliski/Zalarian Blessing of Torag
SOT: None
Give Card: None
Move: Thassilonian Library -> Shrine of Lamashtu
Will use power to explore Bottom Card - Shrine to Lamashtu Card 10: Goblin Warrior
Seelah Tripartite Spear +2 Combat Check DC 9(Add +5 for every 3 rolled on each D8 with Pennon: 2d8 + 3 + 1 ⇒ (4, 6) + 3 + 1 = 14 Monster defeated
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.
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 Shrine Card: 1d9 ⇒ 9 Shrine to Lamashtu Card 9: Invasion Plans
Random Shrine Card: 1d8 ⇒ 2 Lamashtu Card 2: Battered Chest
Will put Shrine to Lamashtu Card 2: Battered Chest onto top of location deck to explore first
Will put Shrine to Lamashtu Card 9: Invasion Plans below top card of location deck
Encounter: Shrine to Lamashtu Card 2: Battered Chest
Strength Check DC 8: 1d8 + 2 ⇒ (8) + 2 = 10 Success
Random Items found: 1d4 ⇒ 2 Potion of Healing, Wand of Shield
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.
Will drink/banish potion of Healing
Cure 1d4 Cards: 1d4 ⇒ 3 3 cards healed
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.
Will discard Blessing of Sarenrae to explore
Explore: Shrine to Lamashtu Card 9: Invasion Plans
Fire Snake Arcane Check DC 13 with Tome: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (3) = 10 Not Quite
Will recharge Frost Ray to reroll a die for a check
Fire Snake Arcane Check DC 13 with Tome: 1d10 + 4 + 3 ⇒ (6) + 4 + 3 = 13 Success
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 Shrine Card: 1d7 ⇒ 3 Shrine to Lamashtu Card 4: Tickwood Boar
Random Shrine Card: 1d6 ⇒ 6 Shrine to Lamashtu Card 8: Poison Blast
Random Shrine Card: 1d5 ⇒ 2 Shrine to Lamashtu Card 3: Simulacrum of Belimarius Villain 4
Putting order as follows:
Shrine to Lamashtu Card 8: Poison Blast
Shrine to Lamashtu Card 3: Simulacrum of Belimarius Villain 4
Shrine to Lamashtu Card 4: Tickwood Boar
move to one.
When you defeat a monster or acquire a boon, each other character
at your location attempts a Wisdom 7 check; you are dealt 1 point
of Combat damage for each character that fails.
Meliski ends his turn.
Meliski attempts to recover all cards in his Recovery pile.
s4Fire Snake: Arcane 8: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8 -> s4Fire Snake recharged discarded.
Meliski resets his hand.
Hand: Tripartite Spear, Wand of Shield, Binder's Tome, Wayfarer, s6Scrying, Headband of Alluring Charisma, 2 BoAbadar,
Displayed:
Deck: 15 Discard: 5 Buried: 0
Hero Points: 5
"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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Will discard Scrying spell to choose card type Spell and examine top 3 cards of location Thassilonian Library
Thassilonian Library Card 5: Enfeeble
Thassilonian Library Card 6: Hand Chopper
Thassilonian Library Card 7: Consecration
Will then choose to put chosen card types on top of deck
Need to consult others for order of 2 spells and tactics

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OK..I think we have a plan...
Order of spells on top of Libary is as follows:
Thassilonian Library Card 5: Enfeeble
Thassilonian Library Card 7: Consecration
After Reiko moves to Shrine and before she explores, Meliski will bury Wayfarer to move to Library.
Here is recovery check at EOT of Reiko's turn
Meliski attempts to recover all cards in his Recovery pile.
s6Scrying: Arcane 12: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6 -> s6Scrying discarded.
Hand: Tripartite Spear, Binder's Tome, Headband of Alluring Charisma, 2 BoAbadar, Wand of Shield,
Displayed:
Deck: 15 Discard: 6 Buried: 1
Hero Points: 5
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): Chainmail of Cold Resistance, BoSivanah, s2Cloudburst, s5Fly, Old Salt, s3Life Drain#Core, 1 BoAbadar, Byzantine Lexicon, Bolstering Armor, s1Cure#Core, al2Cleric of Nethys, Vampire Bat, BoMilani
Recharged: Frost Ray, 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, Instrument
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.

Reiko the Ninja |

Nothing but Blessing Bs for the last several turns, so no good opportunity to use Sacred candle :( Hopefully next turn will get a good one.
Reiko's turn. Hour is Irori. Move to occupied open location: Shrine. Meliski moves to Library. Explore card 8: Poison Blast.
Int 12: 1d6 ⇒ 3 Auto fail
Discard Bo Savored Sting to add 2 dice.
Int 12: 3 + 2d6 ⇒ 3 + (4, 1) = 8
Spend hero point to re-roll
Int 12: 3 + 2d6 ⇒ 3 + (4, 5) = 12 Acquired!
DIscard Bo Horus to move to Library and encounter top card, card 5: Enfeeble.Use [b]Seelah's BotG to copy the hour to double bless the int check
Int 6: 3d6 ⇒ (5, 6, 3) = 14 Acquired!
Will discard Saber and Poison blast on failed Wis checks. If either character passes, will discard them anyways when resetting.
Location power, reset hand, and drawing 2.
Everyone's favorite Ninja picks up a few spells and prepares for the endgame.
Hand: Embalming Fluid, Shozoku of the Night Wind, Sacred Candle, Enfeeble, Bo Abadar, Wayfinder,
Displayed:
Deck: 9 Discard: 8 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. BoSS available (add highest result of a d4, d6, d8, d10 roll to any check), and Horus available to double bless dex/electric. Candle will nab a lvl 4 hour.
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, Poison
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.
Hero Points: 2

Reiko the Ninja |

Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Seelah: Healed for 5 cards
Notes for Meliski: Wand is banished, Blessing of Thoth Used, armor received
Random Card(s) Used: 2 Items
Additional Info 1: Knight's Pennon is Displayed (+1 for Combat)
Courtyard CLOSED
Shrine to Lamashtu 3,4 (random 1,5,6,7) remain // 1=Blessing of Shelyn, 3=Villain, 4=Boar
Seelah - Throne Room CLOSED
Thassilonian Dungeon CLOSED
Harsk, Reiko, Meliski - Thassilonian Library 6-10 remain

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Out of Turn Updates: None
Turn Order: Meliski, Reiko, Harsk, Seelah
Turn: # 19 - Hour is: Erastil
Give Card: None
Move: Thassilonian Library -> Shrine to Lamashtu
Explore: Shrine to Lamashtu Card 3 - Simulacrum of Belimarius (Villain 4)
Reiko will Banish: Enfeeble (Spell 1) to Guard Thassilonian Library
Villain 4
Type: Monster
Traits:
Human
Abjurer
To Defeat:
Combat 19
THEN Combat
Arcane 19
During this encounter, other characters may not play cards or use powers.
For Combat #1 I will use my Ranged Skill (1d10+6) and Reveal: Humanbane Crossbow +2 (1d10+2 Human Trait 1d8) and Knight's Pennon is Displayed (+1)
Simulacrum of Belimarius - Combat #1: 2d10 + 1d8 + 9 ⇒ (3, 6) + (8) + 9 = 26 - Success
For Combat #2 I will use my Ranged Skill (1d10+6) and Reveal: Navigator Musket +1 (1d10+1), and Bury: Navigator Musket +1 (3d6 and Poision). I will Bury: Dragonbreath Shot (2d6 and Fire). Also Discard: Blessing of Blessing of Angradd (2d10) and Knight's Pennon is Displayed (+1)
Simulacrum of Belimarius - Combat #2: 4d10 + 5d6 + 8 ⇒ (4, 6, 9, 1) + (6, 4, 5, 5, 2) + 8 = 50 - Incineration Successful
Villain Defeated
Hand: Gem of Physical Prowess, zElven Breastplate, Snakeskin Tunic, Humanbane Crossbow +2, zHeadband of Inspired Wisdom,
Displayed:
Deck: 11 Discard: 6 Buried: 2NOTES:
Available Support: 1 Card(s) are available for Remote Combat support (1d4+1).My Headband give me +2 on Wisdom Checks.
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Monkey, Deathbane Light Crossbow +1, Returning Throwing Axe +1, Archer's Bracers, Blessing of Milani (1), Blessing of Cayden Cailean, Blessing of Abadar, Blessing of Gozreh
Recharged: Masterwork Tools, Bombardier Bow, Venomous Hand Crossbow +1,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, 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 facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
[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 Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Wand is banished
Random Card(s) Used: 2 Items
Additional Info 1: Knight's Pennon is Displayed (+1 for Combat)
Courtyard CLOSED
Harsk - Shrine to Lamashtu CLOSED
Seelah - Throne Room CLOSED
Thassilonian Dungeon CLOSED
Reiko, Meliski - Thassilonian Library 6-10 remain
Scenario Completed

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Deck upgrades:
Elven Breastplate (Armor 1)
Chainmail of Cold Resistance (Armor 4)
Blessing of the Gods (Blessing B)
Blessing of Sarenrae (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Irori (Blessing B)
Headband of Inspired Wisdom (Item 4)
BirdCruncher Crown (Item P)
Staff of Heaven and Earth (Item 4)
Potion of Energy Resistance (Item B)
Wand of Shield (Item 1)
Swipe (Spell 3)
Frost Ray (Spell 1)
Poison Blast (Spell 4)
Enfeeble (Spell 1)
Web (Spell 2)
Longbow +1 (Weapon 1)
AD Reward: For the rest of the Adventure Path, 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. Note this reward on your Chronicle sheet.
Reward: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Robe of Runes. At the end of each scenario, return the loot to the game box.

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Development:
Seeing Belimarius fight up close proved that you faced just a simulacrum of the runelord; likely a replica that Alaznist created to test her own personal skills. Regardless, just a fraction of Belimarius’s power nearly annihilated you, and you inf licted just enough damage to cause her to drop her guard, allowing you to f lee for your life.Weakening the replica, though, broke the envious trance that befell you in the Wrathworks and reopened its entrance. You’re just a little richer, and maybe a bit more powerful. Most importantly, however, you’re alive, and you’re wiser. You’re ready to face whatever other adventures Hollow Mountain might hold, and reap its rewards. And you’re pretty sure that last thought came to you naturally.
Adventure 5: Bastion of the Waking Rune
Fresh air at last! You stumble out of the Wrathworks and a thought crosses your mind. Fleeing from the simulacrum of an ancient Thassilonian runelord certainly isn’t the most dignif ied thing you’ve ever done, but you feel more alive now than ever. You’re a little bruised and a little shaken, but your spirit veritably soars. You survived a death gauntlet designed by Alaznist herself ! And oh, the wonders you saw! When the bards sing your tale, it’s your heroics they’ll praise. The very thought sends strength pumping through your veins.Now that you’ve lived to explore Hollow Mountain another day, a choice faces you. You could descend the path from which you came, back toward Xin-Bakrakhan and your earlier victories. Or, you could follow the winding trail up the peak, toward misty veils and the thrills—and dangers—of the unknown.To your mind, there is no question. You’re a hero, and adventure awaits!And so you wind your way up the mountain, navigating the steep, rocky stretches with an eye cast over your shoulder for trouble. For an abandoned trail in the heart of a runelord’s former realm, however, the journey is remarkably peaceful and uneventful. The cawing of birds echoes all around, and here and there a picturesque brook tumbles down the mountain, throwing cool f lecks onto your f lushed face.Suddenly, as you peer up at the mountain’s looming majesty, your view shatters. On the wide outcropping before you, a mighty, mansion-like structure blinks into existence, its facade fashioned from f lawless marble. Peering from the wall in bas-relief are several mighty busts of a bald man in a high collar, eyes lidded lazily and face covered in strange, spidery markings. A bizarre sigil adorns the entryway: it’s a whip entwined around the Thassilonian symbol of Sloth.The windowless structure is enormous and, as surely as it was not there a moment ago, it seems like it was built straight into the mountain itself. For as far upward as you can see, each level of the trail you’re on leads straight toward the mansion. There’s no going around it and, from the look of the woman who now stands in front of it, there’s no running away, either. You guess that she’s the guardian of the complex; regardless, she’s bearing down on you, and she doesn’t look pleased.It seems that you’ve stumbled upon something fantastic, though it might be the last thing you do.
2-5A: A Runelord's Respite
The woman in front of the mansion strides up to you, the sheer weight of her presence commanding your gaze from the architectural wonder behind her. As bald as the mansion’s busts, the woman wears a gold and green cloak fastened with a Sihedron-shaped clasp. The whip in her hand twitches menacingly as a look of skeptical curiosity paints her face.“I am Leaura, loyal servant of Runelord Krune and sworn guardian of his Sihedron of Sloth,” she says, gesturing to the massive building behind her. An alien lilt warps her pronunciation. “For ten thousand years have we wandered the planes with this temple, waiting for our lord’s return to his place of respite, hoping to feed his power and strength once more. Throughout our journey—on the Astral, Ethereal, and Shadow Planes, and even beyond—we’ve never encountered a soul, though the heathen Alaznist long ago ensured we could never leave her realm. Today, I see our lonely tradition ends. Do you seek to worship his grace, or our Scion? Or are you enemies of our order, set before us like an offered feast?” Leaura’s gaze sweeps your form, she whispers an incantation, and her unnervingly light eyes narrow in judgment.“So, you are ignorant, and have but stumbled upon us. A pity, but my orders are clear: no base creature may look upon the Sihedron of Sloth and live. The bastion of the Waking Rune must be kept secret.”Leaura cracks her whip, and as a snarl blooms on her lips, a great whirring sound blasts from each of the busts on the mansion’s facade. The carvings’ eyes pulse with a powder-blue light as Leaura swings her weapon toward your face.“The Runelord of Sloth has ordered you dead!”A searing bolt of blue energy whizzes from one of the busts as you realize that another runelord’s ire has fallen on your head, and it’s time to fight for your life!

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During This Adventure:
During This Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.
Scenario Level (#): 4
Turn: 0, Meliski/Zalarian
Monsters
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 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
Damage dealt by the Cave Bear is increased by 1d4-1.
Barriers
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
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
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 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.
Weapons
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
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
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
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
RotR
Spell 5
Traits:
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 14
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
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
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 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 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armors
RotR
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
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
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 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
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 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 3
Traits:
Accessory
Magic To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
RotR
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine 7
OR Intelligence
Arcane 9
Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
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 3
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 8
Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.
RotR
Ally 3
Traits:
Pixie To Acquire:
Charisma
Diplomacy 2
Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
Discard this card to explore your location.
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 5
Traits:
Elf
Ranger To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Blessings
RotR
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
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.
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.
Top of Blessing Discard Pile:
Traits: To Acquire:
Blessings Remaining: 30
[b]Blessings Deck
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
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.
Location #1: City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, Reiko/eddiephlash, Meliski/Zalarian, Seelah/notshown, None
Location #2: 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 #3: Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #4: Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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Meliski - 2-5A: A Runelord's Respite
Loot
Starting Location
Desecrated Vault
Starting Hand - Choosing Item as favored card
"
Hand: s2Cloudburst, s1Cure#Core, s4Fire Snake, BoMilani, Bolstering Armor, Binder's Tome, Wayfarer,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 5
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, Headband of Alluring Charisma, 1 BoAbadar, Vampire Bat, i2Wand of Flying, al2Cleric of Nethys, BoSivanah, b1Blessing of Nethys, s6Scrying, Old Salt, s3Life Drain#Core, 2 BoAbadar, BoThoth, s5Fly
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, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ 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. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ 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- 2-5A: A Runelord's Respite
Starting Location -
Location #1: City Gate
Loot
None
Starting Hand - Favored Card - Weapon
Hand: Returning Throwing Axe +1, Deathbane Light Crossbow +1, Humanbane Crossbow +2, Masterwork Tools, Archer's Bracers, Dragonbreath Shot, Gem of Physical Prowess,
Displayed:
Deck: 13 Discard: 0 Buried: 0NOTES:
Available Support: 1 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Navigator Musket +1, Blessing of Angradd, Ophidian Armor, Bombardier Bow, Blessing of Abadar, Blessing of Milani (2), Hatchetbird, Blessing of Gozreh, Monkey, Blessing of Milani (1), Legionnaire Chaplain, Venomous Hand Crossbow +1
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, 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 facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
[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.

Seelah - notshown |

Seelah - 2-5A: A Runelord's Respite
Loot
2-2E: Replace Shock Glaive +1 with Impaler of Thorns.
2-4A: Replace Cold Iron Mace +1 with Mokmurian’s Club.
Starting Location
City Gate
Starting Hand
Favored Card: Weapon
Hand: Blessing of Tsukiyo, Four-Mirror Armor, Dwarven Plate, Blessing of the Lord in Iron, Demonbane Longsword +2, Blessing of the Samurai, Grappler's Mask,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Hero Points: 5
NOTES:
Available Support:
Middle of Deck (Unknown Order): Knight's Pennon, Warhorse, Frost Lance +2, Helm of the Valkyrie, Kabuto Helmet, Tripartite Spear +2, Blessing of Angradd, zBlessing of the Gods, Legionnaire Chaplain, zWeb, Hatchet Bird, Mokmurian’s Club, Dwarven Earthbreaker +1, Mass Cure, Scribe, Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
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, ([X] 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.
At the start of Meliski's turn, I display Dwarven Armor.

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During This Adventure:
During This Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.
Scenario Level (#): 5
Turn: 1, Reiko/eddiephlash
Monsters
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 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.
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 5
Traits:
Construct
Golem
To Defeat:
Combat 22
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat
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.
Barriers
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15
If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.
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 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
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
Weapons
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
Weapon 5
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
RotR
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; 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 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
Weapon 4
Traits:
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Spells
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 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.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
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.
Armors
RotR
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
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 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
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.
Items
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 5
Traits:
Accessory
Magic To Acquire:
Intelligence 7
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
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 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 3
Traits:
Accessory
Magic To Acquire:
Charisma 5
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
Allies
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 4
Traits:
Giant
Sorcerer To Acquire:
Charisma
Diplomacy 9
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.
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
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
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.
Blessings
RotR
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 29
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
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.
Location #1: City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, Seelah/notshown, None
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
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
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
Item 5
Traits:
Arcane
Magic
Wand To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
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
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
RotR
Henchman 5
Type: Barrier
Traits:
Magic
Trap
To Defeat:
Combat
Disable 16
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.
Location #2: 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 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
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
Weapon 4
Traits:
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
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
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.
RotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 20
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.
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
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
Henchman 5
Type: Barrier
Traits:
Magic
Trap
To Defeat:
Combat
Disable 16
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.
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.
Location #3: Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
None
Villain 5
Type: Monster
Traits:
Fighter
Changeling
To Defeat:
Combat 25
THEN Combat 25
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.
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
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
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
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
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12
If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.
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.
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
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Location #4: Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: 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 B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
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
Henchman 5
Type: Barrier
Traits:
Magic
Trap
To Defeat:
Combat
Disable 16
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.
RotR
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
RotR
Ally 4
Traits:
Dragon To Acquire:
Charisma
Diplomacy
Arcane
Divine 12
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.
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
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
Weapon 5
Traits:
Finesse
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
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.
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:
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
Henchman 5
Type: Barrier
Traits:
Magic
Trap
To Defeat:
Combat
Disable 16
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.
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 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 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
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
RotR
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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
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
Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.
Location #6: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Meliski/Zalarian, None
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
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
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
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
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.
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
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
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
Henchman 5
Type: Barrier
Traits:
Magic
Trap
To Defeat:
Combat
Disable 16
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Reiko the Ninja |

Hand: Embalming Fluid, Chain Vortex, Bo Savored Sting, Wayfinder, Boots of Alacrity, Cloak of Daggers,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals.
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, Poison
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.
Hero Points: 3

Reiko the Ninja |

The hour is Pharasma, and Reiko begins their latest quest at the Courtyard as usual.
Reveal Cloak to search for Knife: Adamantine Sai, then shuffle in cloak. Explore card 1: Staff of Minor Healing. Discard BoSS
Max of: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (2) + (6) + (3) + (8) = 19 8
Wis 7: 1d6 + 8 ⇒ (2) + 8 = 10 Acquired!
Recharge Staff to recharge blessing. Discard Wayfinder to examine top card: Scythe +1. Shuffle location, then explore Rando top card: 1d9 + 1 ⇒ (7) + 1 = 8 Magic Full Plate
Con 6: 1d6 ⇒ 1 Fail.
Discard Boots to explore Rando top card: 1d9 + 1 ⇒ (9) + 1 = 10 Lesser Bolstering Armor. Auto fail cta.
End turn, reset hand, drawing 3. Discard Chain Vortex for scenario power.
Hand: Embalming Fluid, Adamantine Sai +2, Bo Abadar, Double Chicken Saber + 1, Sacred Candle,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Sacred candle will acquire top blessing if it is lvl 5.
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, Poison
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.
Hero Points: 3

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Out of Turn Updates: None
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 2 - Hour is: Blessing of the Gods
At the start of my turn I will Display: Dragonbreath Shot
Give Card: None
Move: Stay at
Explore: City Gate Card 1 - Greatclub +3 (Weapon 4)
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
I will auto fail check
I will end my turn and Examine: City Gate Card 2: Pyromaniac Mage (Ally 5), I will Reset my hand to 7 (Draw 1 Card)
Hand: Returning Throwing Axe +1, Deathbane Light Crossbow +1, Humanbane Crossbow +2, Masterwork Tools, Archer's Bracers, Monkey, Gem of Physical Prowess,
Displayed: Dragonbreath Shot,
Deck: 12 Discard: 0 Buried: 0NOTES:
Available Support: 1 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Legionnaire Chaplain, Navigator Musket +1, Bombardier Bow, Blessing of Milani (2), Blessing of Milani (1), Venomous Hand Crossbow +1, Blessing of Gozreh, Blessing of Abadar, Blessing of Cayden Cailean, Blessing of Angradd, Hatchetbird, Ophidian Armor
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, 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 facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
[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 Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (3)
Harsk, Seelah - City Gate 2-10 remain // 2=Pyromaniac Mage (Ally 5)
Reiko - Courtyard 2-7, 9 (Shuffled) remain
Festering Maze of Sloth 1-10 remain
Guard Tower 1-10 remain
Warrens 1-10 remain
Meliski - Desecrated Vault 1-10 remain

Seelah - notshown |

Out of Turn Updates: Dwarven Armor was displayed at the start of Reiko's turn.
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn 3: Blessing Deck Card 2: Blessing of the Gods
SoT:I examine the top card of my location deck: city Gate Card 2 - Pyromaniac Mage (Ally 4)
It is a boon: I put it on the bottom of the deck, and I add 1d6 to my next check this turn.
Give Card: None
Move: City Gate -> Guard Tower
Explore: Guard Tower Card 1 - Cape of Escape (Item B)
Dexterity 8: 1d4 + 1d6 ⇒ (3) + (1) = 4 Cape is banished
I discard Blessing of the Samurai to explore Guard Tower Card 2 - Shock Longbow +1 (Weapon B)
I auto-fail the check to acquire: Shock Longbow +1 is banished.
I end my turn and reset my hand.
Scenario Effect: I have fewer than 7 cards in my discard pile: I discard Four-Mirror Armor.
Hand: Demonbane Longsword +2, Grappler's Mask, Knight's Pennon, Warhorse, Blessing of Tsukiyo, Blessing of the Lord in Iron,
Displayed: Dwarven Plate,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 5
NOTES:
Available Support: Knight's Pennon will be displayed on the next combat.
Middle of Deck (Unknown Order): Mass Cure, Hatchet Bird, Tripartite Spear +2, Dwarven Earthbreaker +1, Scribe, Blessing of Angradd, Kabuto Helmet, Frost Lance +2, Mokmurian’s Club, Legionnaire Chaplain, Helm of the Valkyrie, Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
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, ([X] 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.
Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (3)
Harsk - City Gate 3-10, 2 remain // 2=Pyromaniac Mage (Ally 5)
Reiko - Courtyard 2-7, 9 (Shuffled) remain
Festering Maze of Sloth 1-10 remain
Seelah - Guard Tower 3-10 remain
Warrens 1-10 remain
Meliski - Desecrated Vault 1-10 remain

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 4 - Blessings Deck Card 3 Meliski/Zalarian
Blessing of Torag
SOT: None
May examine top card of local character; then you may exchange it for a card in my hand.
Give Card: None
Move: Desecrated Vault -> City Gate
Will use power to explore Bottom Card - City Gate Card 2: Pyromaniac Mage
Arcane Check DC 13 with tome: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (3) = 16 Success
RotR
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
After exploring bottom card, will choose not to shuffle deck
Will discard Wayfinder to explore and add 2d6 during explore
Explore: City Gate Card 3: Stone Giant
If non-villain monster, may ignore BYA
Cloudburst Spell Combat Check DC 16 with tome: 3d6 + 1d10 + 4 + 2d6 + 1d4 ⇒ (2, 5, 6) + (3) + 4 + (6, 2) + (3) = 31 Monster defeated
After the encounter, I will move to desecrated vault
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
Explore: Desecrated Vault Card 1: Enchanter
Will discard Bolstering armor for 1 force damage
reveal tome Melee Combat Check DC 8: 1d8 + 2 + 1d6 + 1d4 ⇒ (6) + 2 + (4) + (1) = 13 Success
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.
Will cast cure spell on self
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (4) + 1 = 5
Meliski ends his turn.
Meliski attempts to recover all cards in his Recovery pile.
s1Cure#Core: Arcane 8: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (3) = 9 -> s1Cure#Core recharged .
s2Cloudburst: Arcane 13: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (1) = 14 -> s2Cloudburst recharged .
Meliski resets his hand discarding bat due to scenario power.
Hand: Binder's Tome, BoMilani, s3Life Drain#Core, BoSivanah, 1 BoAbadar, s5Fly,
Displayed:
Deck: 15 Discard: 1 Buried: 0
Hero Points: 5
"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): Pyromaniac Mage, BoThoth, s6Scrying, Wayfarer, Bolstering Armor, Old Salt, s4Fire Snake, al2Cleric of Nethys, Byzantine Lexicon, Headband of Alluring Charisma, 2 BoAbadar, i2Wand of Flying, b1Blessing of Nethys
Recharged: s1Cure#Core, s2Cloudburst,
Discard Pile:
Buried Pile:

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On Reiko's turn after hour is revealed, will discard Fly spell to examine 2 locations and optionally may move a character at current location to different location
Festering Maze of Sloth Card 1: Leaura - Villain
Warrens Card 1: Longbow +1
Move Meliski to City Gate
During recovery
Recharge Fly DC 10: 1d10 + 4 ⇒ (8) + 4 = 12 Fly spell is recharged
"
Hand: s3Life Drain#Core, Binder's Tome, BoMilani, BoSivanah, 1 BoAbadar,
Displayed:
Deck: 16 Discard: 1 Buried: 0
Hero Points: 5
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): Pyromaniac Mage, s4Fire Snake, i2Wand of Flying, al2Cleric of Nethys, Old Salt, Wayfarer, Headband of Alluring Charisma, Bolstering Armor, Byzantine Lexicon, b1Blessing of Nethys, 2 BoAbadar, BoThoth, s6Scrying
Recharged: s1Cure#Core, s2Cloudburst, 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, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ 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. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ 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.
Harsk, Meliski - City Gate 3-10 remain
Reiko - Courtyard (random 2-7, 9) remain
Festering Maze of Sloth 1-10 remain // 1=Leaura Villain
Seelah - Guard Tower 3-10 remain
Warrens 1-10 remain // 1=longbow +1
Desecrated Vault 1-10 remain

Reiko the Ninja |

Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (3)
Harsk, Meliski - City Gate 3-10 remain
Reiko - Courtyard CLOSED
Festering Maze of Sloth 1-10 remain // 1=Leaura Villain
Seelah - Guard Tower 3-10 remain
Warrens 1-10 remain // 1=longbow +1
Desecrated Vault 1-10 remain

Reiko the Ninja |

Turn 5. Hour is #4: Pharasma. Explore top card of courtyard. Rando 2-7, 9: 1d7 ⇒ 7, card 9: Stone Head. Choose combat. Reveal sai, reveal fluid for barrier poison power, discard Abadar to double bless.
Combat 16: 1d10 + 6 + 1d4 + 2 + 1d8 + 1 + 2d10 ⇒ (6) + 6 + (4) + 2 + (7) + 1 + (9, 5) = 40 Defeated!
Damage: 1d4 - 1 ⇒ (4) - 1 = 3 Yuck, discard Sai, Saber, and Candle.
Attempt to close, revealing fluid for poison power.
Acro 10: 1d10 + 6 + 1d8 + 1 ⇒ (1) + 6 + (7) + 1 = 15 Courtyard Closed!
End turn, reset hand, drawing 5
Hand: Embalming Fluid, Daggermark Poisoner, Venomous Fighting Fan +1, Cloak of Daggers, Materialize, Shozoku of the Night Wind,
Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Sacred candle will acquire top blessing if it is lvl 5.
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, Poison
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.
Hero Points: 3