[ACG] [CaG] Season of the Runelords by zeroth_hour (Inactive)

Game Master zeroth_hour

Turn Order - Harsk, Seelah, Meliski, Reiko


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Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Out of Turn Updates: Discarded Returning Throwing Axe +1 and the end of last turn
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 6 - Hour is: Blessing of Calistria
Give Card: None
Move: Stay at City Gate
Explore: City Gate Card 4 - Potion of Energy Resistance (Item B)

Potion of Energy Resistance:

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.

I will use my Intelligence Skill to Acquire
Acquire Potion of Energy Resistance - Intelligence DC 4: 1d6 ⇒ 4 - Acquired

I will end my turn and Examine: City Gate Card 5 - Wand of Treasure Finding (Item 5)

I will reset my hand to 7 and Draw 0 Cards, I will Discard: zPotion of Energy Resistance because of Scenario effect

Harsk wrote:

Hand: Deathbane Light Crossbow +1, Humanbane Crossbow +2, Masterwork Tools, Archer's Bracers, Monkey, Gem of Physical Prowess,

Displayed: Dragonbreath Shot,
Deck: 12 Discard: 2 Buried: 0

NOTES:
Available Support: 1 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Navigator Musket +1, Blessing of Abadar, Blessing of Milani (2), Venomous Hand Crossbow +1, Blessing of Angradd, Hatchetbird, Legionnaire Chaplain, Blessing of Milani (1), Blessing of Cayden Cailean, Bombardier Bow, Blessing of Gozreh, Ophidian Armor
Recharged:
Discard Pile: Returning Throwing Axe +1, zPotion of Energy Resistance,
Buried Pile:

Skills and Powers:
SKILLS
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.


Grand Lodge Faction Reward:

[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.

Season of Tapestry’s Tides Rewards:

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 - City Gate 5-10 remain // 5=Wand of Treasure Finding (Item 5)
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
Meliski - Desecrated Vault 2-10 remain


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Out of Turn Updates: Knight's Pennon was displayed when Meliski encountered the Stone Giant.
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn 7: Card 6: Blessing of Gorum

SoT:
In the Guard Tower, I summon and encounter a Bandit henchman.

Bandit:
Henchman (non-closing)
Type: Monster
Traits: Human, Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand.

Blessing of Tsukiyo is recharged; Bandit is automatically defeated.

I examine the top card of my location deck: Enchanter (Monster B)

Give Card: None
Move: Stay at Guard Tower

Explore: Guard Tower Card 3

Enchanter:
RotR, Monster B
Traits: Human Sorcerer Veteran
To Defeat: Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.

I discard Grappler's Mask for the BtE Force damage.

Combat Breakdown:
Combat 8+5=13
Strength Melee 1d10+5
Demonbane Longsword +2 1d8+2 (Demon add 1d8)
Knight's Pennon +1

Combat 13: 1d10 + 5 + 1d8 + 2 + 1 ⇒ (2) + 5 + (7) + 2 + 1 = 17 Victory!

I bury Dwarven Plate to reduce the AtE Fire damage to 0.

I recharge* Blessing of the Lord in Iron to explore Card 4: Stone Head (Henchman 5)
* The top card of the blessings discard pile has the Gorum trait

Stone Head:
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 deals 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.

Combat Breakdown:
Combat 16
Strength Melee 1d10+5
Demonbane Longsword +2 1d8+2 (Demon add 1d8)
Blessing of the Lord in Iron adds 1 die 1d10
Knight's Pennon +1

Combat 16: 1d10 + 5 + 1d8 + 2 + 1d10 + 1 ⇒ (6) + 5 + (7) + 2 + (9) + 1 = 30 Victory, at a cost...?

No spell to bury: 1d4 - 1 ⇒ (4) - 1 = 3 Ouch. I discard my hand, then attempt to close location.

Strength 5: 1d10 + 3 ⇒ (6) + 3 = 9 Success! Guard Tower is closed.

I move to Desecrated Vault, end my turn, and reset my hand. Despite that absolute trashing I just took, I still don't have 7 cards in my discard pile, so I'll add Frost Lance +2 to the pile.

Seelah wrote:

Hand: Tripartite Spear +2, Helm of the Valkyrie, Legionnaire Chaplain, Scribe, Mokmurian’s Club, Impaler of Thorns,

Displayed: Knight's Pennon,
Deck: 7 Discard: 6 Buried: 1
Hero Points: 5
NOTES:
Available Support: Knight's Pennon is displayed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dwarven Earthbreaker +1, Hatchet Bird, Mass Cure, Kabuto Helmet, Blessing of Angradd
Recharged: Blessing of Tsukiyo, Blessing of the Lord in Iron,
Discard Pile: Blessing of the Samurai, Four-Mirror Armor, Grappler's Mask, Demonbane Longsword +2, Warhorse, Frost Lance +2,
Buried Pile: Dwarven Plate,

Skills and Powers:
SKILLS
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)
Additional Info 1: Knight's Pennon is displayed.

Harsk - City Gate 5-10 remain // 5=Wand of Treasure Finding (Item 5)
Reiko - Courtyard CLOSED
Festering Maze of Sloth 1-10 remain // 1=Leaura Villain
Guard Tower CLOSED
Warrens 1-10 remain // 1=longbow +1
Meliski, Seelah - Desecrated Vault 2-10 remain

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Out of Turn Updates: None

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 8 - Blessings Deck Card 7 Meliski/Zalarian Blessing of the Gods
SOT: None
Will examine top card of local character; then you may exchange it for a card in my hand. Seelah has a big old dwarven hammer; will pass

Give Card: None
Move: Desecrated Vault -> City Gates
Will use power to explore Bottom Card - Explore: [ooc] City Gate Card 10: Stone Head [/ooc]

I will unhappily choose to bury Life Drain to defeat the Stone Head and choose not to close

Stone Head:

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.

Will not attempt to close. After exploring bottom card, will choose not to shuffle deck

Reminder of Scenario changes:
After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.

Meliski resets his hand. I will discard Pyromaniac due to scenario power

"

Meliski wrote:

Hand: Binder's Tome, BoMilani, BoSivanah, 1 BoAbadar, Old Salt, Byzantine Lexicon,

Displayed:
Deck: 13 Discard: 2 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.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): BoThoth, Headband of Alluring Charisma, i2Wand of Flying, s6Scrying, Wayfarer, Bolstering Armor, 2 BoAbadar, b1Blessing of Nethys, s4Fire Snake, al2Cleric of Nethys
Recharged: s1Cure#Core, s2Cloudburst, s5Fly,
Discard Pile: Vampire Bat, Pyromaniac Mage,
Buried Pile: s3Life Drain#Core,

Skills and Powers:
SKILLS
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.

"

Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (3)
Additional Info 1: Knight's Pennon is displayed.

Harsk, Meliski - City Gate 5-9 remain // 5=Wand of Treasure Finding (Item 5)
Reiko - Courtyard CLOSED
Festering Maze of Sloth 1-10 remain // 1=Leaura Villain
Guard Tower CLOSED
Warrens 1-10 remain // 1=longbow +1
Seelah - Desecrated Vault 2-10 remain


Human Saboteur Ninja, Tier 6, Deck Handler

Hour is Iomedae. Move to City Gate. End Turn. Reset hand, discarding Poisoner, fan, and shozoku, and drawing 3. 9 in Discard, so no need to discard more.

Reiko wrote:

Hand: Embalming Fluid, Cloak of Daggers, Materialize, Bo Urgathoa, Master Cartman, Forensic Physician,

Displayed:
Deck: 4 Discard: 10 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Sacred candle will acquire top blessing if it is lvl 5.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Out of Turn Updates: None
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 10 - Hour is: Blessing of Torag
Give Card: None
Move: Stay at City Gate
Explore: City Gate Card 5 - Wand of Treasure Finding

Wand of Treasure Finding:

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.

I will Discard: Monkey to Auto Acquire: Wand of Treasure Finding

I will end my turn and Examine: Guard Tower Card 6: Charmed Red Dragon (Ally 4)
I will try to Recover Cards - None
I will Reset hand to 7 - Draw # 1 Card(s)
I will Discard: Deathbane Light Crossbow +1 because of Scenario effect

Harsk wrote:

Hand: zWand of Treasure Finding, Humanbane Crossbow +2, Masterwork Tools, Archer's Bracers, Navigator Musket +1, Gem of Physical Prowess,

Displayed: Dragonbreath Shot,
Deck: 11 Discard: 4 Buried: 0

NOTES:
Available Support: 1 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Gozreh, Bombardier Bow, Ophidian Armor, Blessing of Milani (1), Blessing of Cayden Cailean, Blessing of Angradd, Hatchetbird, Blessing of Milani (2), Venomous Hand Crossbow +1, Blessing of Abadar, Legionnaire Chaplain
Recharged:
Discard Pile: Returning Throwing Axe +1, zPotion of Energy Resistance, Monkey, Deathbane Light Crossbow +1,
Buried Pile:

Skills and Powers:
SKILLS
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.


Grand Lodge Faction Reward:

[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.

Season of Tapestry’s Tides Rewards:

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 (11)
Additional Info 1: Knight's Pennon is displayed.

Harsk, Meliski, Reiko - City Gate 6-9 remain // 6=Charmed Red Dragon (Ally 4)
Courtyard CLOSED
Festering Maze of Sloth 1-10 remain // 1=Leaura Villain
Guard Tower CLOSED
Warrens 1-10 remain // 1=longbow +1
Seelah - Desecrated Vault 2-10 remain


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Out of Turn Updates: Meliski examined and reloaded the top card of my deck: Dwarven Earthbreaker +1.
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn 11: Card 10: Blessing of Desna

SoT:
I examine the top card of my location deck: Wand of Scorching Ray (Item 3).
I put it on the bottom of the deck, and I add 1d6 to my next check this turn.

Give Card: None
Move: Stay at Desecrated Vault

Explore: Desecrated Vault Card 3 - Skull Ripper

Skull Ripper:
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.

Combat Breakdown:
Combat 14
Strength Melee 1d10+5
Mokmurian’s Club 1d10+2
Knight's Pennon w/ally +2
I ignored a boon! 1d6

Combat 14: 1d10 + 5 + 1d10 + 2 + 2 + 1d6 ⇒ (9) + 5 + (3) + 2 + 2 + (6) = 27 Victory!
Mokmurian's Club allows me to recharge a random card from discard: Blessing of the Samurai.

I discard Legionnaire Chaplain to explore Card 4: Enfeeble (Spell 1)
Int 6: 1d6 ⇒ 1 Banished.

I discard Scribe to explore Card 5: Large Chest (Barrier B)
Meliski discards Blessing of Abadar to add 2 dice to the check.

Strength Melee 10: 3d10 + 5 ⇒ (6, 9, 5) + 5 = 25 Success! I add 1d4 ⇒ 4 random weapons from the box to my hand: Runechill Hatchet +2 (W4), Venomous Heavy Crossbow +2 (W5), Greataxe (WB), Dagger +1 (W1).

I end my turn, discarding Greataxe and Dagger +1, then I reset my hand. I have 9 cards in my discard pile.

Seelah wrote:

Hand: Tripartite Spear +2, Helm of the Valkyrie, Mokmurian’s Club, Impaler of Thorns, Runechill Hatchet, Venomous Heavy Crossbow +2, Dwarven Earthbreaker +1,

Displayed: Knight's Pennon,
Deck: 7 Discard: 9 Buried: 1
Hero Points: 5
NOTES:
Available Support: Knight's Pennon is displayed (+2 w/Master Cartman)
Movement: I can add 1d4+2 Poison to a distant combat.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hatchet Bird, Blessing of Angradd, Mass Cure, Kabuto Helmet
Recharged: Blessing of Tsukiyo, Blessing of the Lord in Iron, Blessing of the Samurai,
Discard Pile: Four-Mirror Armor, Grappler's Mask, Demonbane Longsword +2, Warhorse, Frost Lance +2, Legionnaire Chaplain, Scribe, Greataxe, Dagger +1,
Buried Pile: Dwarven Plate,

Skills and Powers:
SKILLS
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)
Notes for Meliski: discard BoAbadar
Random Card(s) Used: 4 Weapons
Additional Info 1: Knight's Pennon is displayed (+2 w/Master Cartman)

Harsk, Meliski, Reiko - City Gate 6-9 remain // 6=Merchant (Ally 2)
Courtyard CLOSED
Festering Maze of Sloth 1-10 remain // 1=Leaura Villain
Guard Tower CLOSED
Warrens 1-10 remain // 1=longbow +1
Seelah - Desecrated Vault 6-10, 2 remain // 2=Wand of Scorching Ray

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Out of Turn Updates: Abadar is discarded for Seelah

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 11 - Blessings Deck Card 11 Meliski/Zalarian Blessing of Gozreh
SOT: use examine power
Will examine top card of local character; then you may exchange it for a card in my hand. Will leave Defending Sansetsukon +1 on top
Then use PAIZO mat to discard Lexicon and draw a card (Scrying)

Give Card: None
Move: Stay at City Gate

Explore: City Gate Card 6: Merchant
Diplomacy Check DC 7 with tome: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10 Success

Merchant:

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

Will discard Scrying spell to choose card type Monster and examine top 3 cards of location City Gate
City Gate Card 7: Sinspawn Axeman
City Gate Card 8: Short Sword +1
City Gate Card 9: Trapped Spellbook
Will then choose to put chosen card types on Bottom of deck

if I am interpreting this right and not careful...Reiko could die from the trap. I have 3 rerolls, old salt, and a blessing that adds 2 to check. Chance of success without rerolls is 99.88% so going for it.

Will discard Merchant to explore
Random City Gate Card: 1d2 + 7 ⇒ (1) + 7 = 8 Short Sword +1

Explore: spoiler]City Gate Card 8: Short Sword +1
Strength Check DC 7: 1d8 + 2 ⇒ (4) + 2 = 6 No Success

Short Sword +1:

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

I will then discard Milani to explore
Explore: City Gate Card 9: Trapped Spellbook
Will recharge Old Salt to add 5 and BoSivanah to add 2 dice and Tome
Arcane Check DC 15: 1d10 + 4 + 5 + 2d10 + 1d4 ⇒ (6) + 4 + 5 + (9, 6) + (1) = 31 Success

Trapped Spellbook:

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

How many spells do I find?: 1d4 ⇒ 3 3 spells

Incendiary Cloud:

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.

Teleport Spell 4
Fiery Weapon Spell 1

At end of turn, I will use Teleport on Harsk Reiko and myself to send use to the Warrens
"Villain is nearly cornered, Cousin. This scroll will send us to the Warrens...and get a bath if you happen to find a stream."

Reminder of Scenario changes:
After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.
s6Scrying: Arcane 12: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (2) = 11 -> s6Scrying discarded.
Teleport: Arcane 14: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 -> Teleport discarded.

Meliski resets his hand discarding Tome. I have 7 or more cards in discard

"

Meliski wrote:

Hand: s4Fire Snake, s1Cure#Core, s2Cloudburst, al2Cleric of Nethys, b1Blessing of Nethys, BoThoth, Incendiary Cloud,

Displayed:
Deck: 7 Discard: 11 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.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): i2Wand of Flying, s5Fly, Bolstering Armor, 2 BoAbadar, Headband of Alluring Charisma, Wayfarer
Recharged: Old Salt,
Discard Pile: s6Scrying, Pyromaniac Mage, Byzantine Lexicon, Merchant, Teleport, BoMilani, BoSivanah, Binder's Tome, Vampire Bat, 1 BoAbadar, Fiery Weapon,
Buried Pile: s3Life Drain#Core,

Skills and Powers:
SKILLS
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.

"

Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (3)
Notes for Harsk: teleported to Warrens
Random Card(s) Used: 4 Weapons, 3 spells
Additional Info 1: Knight's Pennon is displayed (+2 w/Master Cartman)

City Gate 7 remain // 7=Sinspawn Axeman
Courtyard CLOSED
Festering Maze of Sloth 1-10 remain // 1=Leaura Villain
Guard Tower CLOSED
Harsk, Meliski, Harsk - Warrens 1-10 remain // 1=longbow +1
Seelah - Desecrated Vault 6-10, 2 remain // 2=Wand of Scorching Ray


Human Saboteur Ninja, Tier 6, Deck Handler

Start turn. Hour is card 12: Norgorber. Use Paizo mat to discard Materialize and draw top card: Defending Sansetsukon +1. Give Master Cartman to Melsiki, who uses it to move to City Gate to guard.
Use Forensic Physician to heal: 1d4 + 1 ⇒ (3) + 1 = 4 cards: Venomous Fighting Fan +1, Materialize, Shozoku of the Night Wind, Daggermark Poisoner.

Move to Maze of Sloth. Explore top card: Leaura, Villain. Spoilering combat for temp closes, but I'm planning to use lots of support, starting with Mel's Incendiary Cloud.

Villain encounter:

BYA. Reveal Fluid for solo ninja poison power adding cha.
Acro 9: 1d10 + 6 + 1d8 + 1 ⇒ (2) + 6 + (6) + 1 = 15 Success
First combat. Reveal sansetsukon. Poison power. Knight's Pennon (no more cartman, so only +1). Incendiary Cloud. Harsk's sniper power. Seelah's Crossbow.
Combat 25: 1d10 + 6 + 1d6 + 1 + 1d8 + 1 + 1 + 2d4 + 1d4 + 1 + 1d4 + 2 ⇒ (8) + 6 + (6) + 1 + (3) + 1 + 1 + (1, 3) + (3) + 1 + (2) + 2 = 38

Second combat. Reveal and discard sansetsukon. Poison power. Knight's Pennon (no more cartman, so only +1). Incendiary Cloud. Harsk's sniper power. Harsk's Crossbow.
Combat 25: 1d10 + 6 + 2d6 + 1 + 1d8 + 1 + 1 + 2d4 + 1d4 + 1 + 1d4 + 1 ⇒ (1) + 6 + (6, 6) + 1 + (3) + 1 + 1 + (3, 3) + (4) + 1 + (1) + 1 = 38

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

For guard against bandit, will freely use incendiary cloud to add 2d4 and then cloudburst which will ignore bya, auto succeed for the 8 combat and then move to Reiko and the villain to provide local support there if needed.

City Gates is guarded


Human Saboteur Ninja, Tier 6, Deck Handler

"No need to come over, Melsiki! If you remember, I fight best alone!"

I believe that is VICTORY!


Skittergoblin Cardmancer

Seelah uses divine to Guard Desecrated Vault, with a blessing from Reiko.
Divine 6: 2d8 + 3 ⇒ (5, 5) + 3 = 13 Desecrated Vault guarded!

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

"Ach! How can I forget!"
Naturally will stay at City Gates


Guarding Warrens..using Meliski's blessing of Thoth to add a die.
Dexterity Check DC 6: 2d10 + 3 ⇒ (1, 8) + 3 = 12 Success

Warrens is guarded

The Exchange

2-5B: A Legacy of Ooze

Pressure rushes into your ears, your senses jolt, and the void
seems to pull you, but the sensation lasts only a moment.
Soon, an acrid, fetid scent rushes into your nostrils. You look
down and see it; you’re now standing knee-deep in viscous green
slime. In fact, you seem to be standing in a moat surrounding a
walkway made of the same marble as the Sihedron of Sloth’s exterior.
The symbols carved on the walkway force a realization upon you like
a punch in the gut. Somehow, you’ve managed to teleport inside the
Sihedron of Sloth!
Was the temple built to teleport intruders here, where the goo
makes them more vulnerable to attack? Or was this a parting gift
from Leaura, who trusted her temple to dispose of those who
bested her? Either way, you’re here now, so it’s time to explore—
and escape.
The disgusting moat is almost like a sea, though, with the
walkway’s shore small in the distance. There’s no way you can
formulate a plan from this foul spot, and so you slosh toward
the high ground while stifling a gag. Each stride unleashes a new
wave of stench as you struggle to not touch the mess, though you
realize, in horror, that your weapons must be coated.
When you finally approach the walkway, the liquid around you
begins to quiver. On the high ground, an enormous ooze-creature
heaves its bulk into sight—and then immediately crashes down
into the moat with you. As you dodge its first slam, you notice
that goo-covered humanoids, all wielding knotted staves and
twisting their fingers in spellcasting, have burst from the muck
around you.
You have no idea what sort of monstrous place this is, but it’s
clear that the ooze wants you for its next meal, and that the ooze
mages want nothing more than to help!

The Exchange

Deck upgrades:
Merchant (Ally 2)
Pyromaniac Mage (Ally 5)
Wand of Treasure Finding (Item 5)
Staff of Minor Healing (Item 1)
Potion of Energy Resistance (Item B)
Teleport (Spell 4)
Fiery Weapon (Spell 1)
Incendiary Cloud (Spell 3)
Dagger +1 (Weapon 1)
Runechill Hatchet +2 (Weapon 4)
Venomous Heavy Crossbow +2 (Weapon 5)
Greataxe (Weapon B)

Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Fanged Falchion. At the end of each scenario, return the loot to the game box.

Development:
It was a close call, but you somehow managed to defeat Leaura,
the woman who called herself the guardian of this strange place,
the Sihedron of Sloth. The moment she succumbed, the busts that
were trying to blast you into oblivion deactivated, too. You find it
likely that Leaura controlled them, but you certainly can’t be sure.
Should you just walk away, and pretend you never saw this place?
Or should you try to enter the mansion?
In an instant, it doesn’t matter. Blackness surrounds you, and
existence itself disappears before your very eyes!

The Exchange

During This Adventure:

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.

Additional Rules:

Putrid Horror:

None Villain 5
Type: Monster
Traits: Aberration
To Defeat: Combat 19
All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Adherer:

None Henchman 5
Type: Monster
Traits: Aberration
To Defeat: Combat 18 THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 0, Reiko/eddiephlash

Random Cards:

Monsters
Spoiler:
Skull Ripper
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.

Spoiler:
Troll
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.

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

Spoiler:
Faceless Stalker
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.

Spoiler:
Hag
RotR
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Barriers
Spoiler:
Ambush
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.

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

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

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

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

Weapons
Spoiler:
Vicious Trident +1
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm
To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.

Spoiler:
Acidic Sling +3
RotR
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.

Spoiler:
Returning Throwing Axe +1
RotR
Weapon B
Traits:
Axe
Magic
Ranged
Slashing
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.

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

Spoiler:
Heavy Crossbow
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

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

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

Spoiler:
Toxic Cloud
RotR
Spell 2
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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

Armors
Spoiler:
Invincible Breastplate
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.

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

Spoiler:
Hide Armor of Fire Resistance
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.

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

Spoiler:
Chainmail of Cold Resistance
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.

Items
Spoiler:
Headband of Alluring Charisma
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.

Spoiler:
Headband of Alluring Charisma
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.

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

Spoiler:
Staff of Minor Healing
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.

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

Allies
Spoiler:
Giant Badger
RotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
Discard this card to explore your location.

Spoiler:
Vale Temros
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait.
Discard this card to explore your location.

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

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

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

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

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

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

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

Spoiler:
Blessing of 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.

Current Hour:

:
none

Traits:
To Acquire:


Hours Remaining: 30

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 1 Harsk/TheGreatNateO
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 2 Seelah/notshown:
Spoiler:
Hourglass Card 2 Seelah/notshown
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 Meliski/Zalarian:
Spoiler:
Hourglass Card 3 Meliski/Zalarian
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 Reiko/eddiephlash:
Spoiler:
Hourglass Card 4 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 5 Harsk/TheGreatNateO
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 6 Seelah/notshown:
Spoiler:
Hourglass Card 6 Seelah/notshown
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Meliski/Zalarian:
Spoiler:
Hourglass Card 7 Meliski/Zalarian
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 8 Reiko/eddiephlash:
Spoiler:
Hourglass Card 8 Reiko/eddiephlash
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 9 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 9 Harsk/TheGreatNateO
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Seelah/notshown:
Spoiler:
Hourglass Card 10 Seelah/notshown
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 Meliski/Zalarian:
Spoiler:
Hourglass Card 11 Meliski/Zalarian
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 Reiko/eddiephlash:
Spoiler:
Hourglass Card 12 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 13 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Seelah/notshown:
Spoiler:
Hourglass Card 14 Seelah/notshown
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 15 Meliski/Zalarian:
Spoiler:
Hourglass Card 15 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Reiko/eddiephlash:
Spoiler:
Hourglass Card 16 Reiko/eddiephlash
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 17 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 17 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Seelah/notshown:
Spoiler:
Hourglass Card 18 Seelah/notshown
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.
Hourglass Card 19 Meliski/Zalarian:
Spoiler:
Hourglass Card 19 Meliski/Zalarian
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 20 Reiko/eddiephlash:
Spoiler:
Hourglass Card 20 Reiko/eddiephlash
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 21 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 21 Harsk/TheGreatNateO
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 22 Seelah/notshown:
Spoiler:
Hourglass Card 22 Seelah/notshown
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.
Hourglass Card 23 Meliski/Zalarian:
Spoiler:
Hourglass Card 23 Meliski/Zalarian
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 24 Reiko/eddiephlash:
Spoiler:
Hourglass Card 24 Reiko/eddiephlash
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.
Hourglass Card 25 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 25 Harsk/TheGreatNateO
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Seelah/notshown:
Spoiler:
Hourglass Card 26 Seelah/notshown
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.
Hourglass Card 27 Meliski/Zalarian:
Spoiler:
Hourglass Card 27 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 28 Reiko/eddiephlash:
Spoiler:
Hourglass Card 28 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 29 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 29 Harsk/TheGreatNateO
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 30 Seelah/notshown:
Spoiler:
Hourglass Card 30 Seelah/notshown
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: Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, Reiko/eddiephlash, Meliski/Zalarian, Seelah/notshown, None

Location #2: 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 #3: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Location #5: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #6: 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

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Meliski - 2-5B: A Legacy of Ooze

Loot

Starting Location
Thassilonian Dungeon
Starting Hand - Choosing Item as favored card

Note: Deck Upgrades still underway. Once determined if getting Item or spell, will update card locations as necessary

"

Meliski wrote:

Hand: b1Blessing of Nethys, 2 BoAbadar, BoMilani, BoThoth, i2Wand of Flying, s1Cure#Core, Headband of Alluring Charisma,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Vampire Bat, s3Life Drain#Core, s6Scrying, al2Cleric of Nethys, s2Cloudburst, Wayfarer, Byzantine Lexicon, s5Fly, Old Salt, Binder's Tome, 1 BoAbadar, s4Fire Snake, BoSivanah, Bolstering Armor
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.

"


Human Saboteur Ninja, Tier 6, Deck Handler

Ally 5: Wayfarer replaces Daggermark Poisoner.

Will start at Nettlemaze.

Reiko wrote:

Hand: Master Cartman, Forensic Physician, Embalming Fluid, Wayfarer, Defending Sansetsukon +1, Bo Horus, Cloak of Daggers,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Sacred candle will acquire top blessing if it is lvl 5.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Harsk- 2-5B: A Legacy of Ooze

Starting Location -
Location #5: Deeper Dungeons

Loot
None

Starting Hand - Favored Card - Weapon

Harsk wrote:

Hand: Blessing of Cayden Cailean, Navigator Musket +1, Gem of Physical Prowess, Ophidian Armor, Blessing of Gozreh, Humanbane Crossbow +2, Returning Throwing Axe +1,

Displayed:
Deck: 13 Discard: 0 Buried: 0

NOTES:
Available Support: 1 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bombardier Bow, Legionnaire Chaplain, Venomous Heavy Crossbow +2, Masterwork Tools, Dragonbreath Shot, Hatchetbird, Blessing of Milani (2), Archer's Bracers, Monkey, Deathbane Light Crossbow +1, Blessing of Abadar, Blessing of Angradd, Blessing of Milani (1)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.
[X] 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.


Grand Lodge Faction Reward:

[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.

Season of Tapestry’s Tides Rewards:

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.

The Exchange

During This Adventure:

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.

Additional Rules:

Putrid Horror:

None Villain 5
Type: Monster
Traits: Aberration
To Defeat: Combat 19
All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Adherer:

None Henchman 5
Type: Monster
Traits: Aberration
To Defeat: Combat 18 THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 1, Harsk/TheGreatNateO

Random Cards:

Monsters
Spoiler:
Stone Giant
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

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

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

Spoiler:
Troll
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.

Spoiler:
Muck Graul
RotR
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

Barriers
Spoiler:
Hand Chopper
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.

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

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

Spoiler:
Pit of Malfeshnekor
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.

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

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

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

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

Spoiler:
Scythe +1
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.

Spoiler:
Heavy Crossbow
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Spells
Spoiler:
Incendiary Cloud
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.

Spoiler:
Scorching Ray
RotR
Spell 1
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 6
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

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

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

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

Armors
Spoiler:
Invincible Breastplate
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.

Spoiler:
Hide Armor of Fire Resistance
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.

Spoiler:
Reflecting Shield
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.

Spoiler:
Chainmail of Cold Resistance
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.

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

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

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

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

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

Spoiler:
Chime of Unlocking
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.

Allies
Spoiler:
Sheriff Hemlock
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.

Spoiler:
Monkey
RotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.

Spoiler:
Cyrdak Drokkus
RotR
Ally 1
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.

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

Spoiler:
Bear
RotR
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Discard this card to add 2d4 to your combat check.
Discard this card to explore your location.

Blessings
Spoiler:
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.

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

Spoiler:
Blessing of 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.

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

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown:
Spoiler:
Hourglass Card 1 Seelah/notshown
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 2 Meliski/Zalarian:
Spoiler:
Hourglass Card 2 Meliski/Zalarian
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 Reiko/eddiephlash:
Spoiler:
Hourglass Card 3 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 4 Harsk/TheGreatNateO
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 5 Seelah/notshown:
Spoiler:
Hourglass Card 5 Seelah/notshown
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 6 Meliski/Zalarian:
Spoiler:
Hourglass Card 6 Meliski/Zalarian
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Reiko/eddiephlash:
Spoiler:
Hourglass Card 7 Reiko/eddiephlash
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 8 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 8 Harsk/TheGreatNateO
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Seelah/notshown:
Spoiler:
Hourglass Card 9 Seelah/notshown
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 10 Meliski/Zalarian:
Spoiler:
Hourglass Card 10 Meliski/Zalarian
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 Reiko/eddiephlash:
Spoiler:
Hourglass Card 11 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 12 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 12 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Seelah/notshown:
Spoiler:
Hourglass Card 13 Seelah/notshown
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 14 Meliski/Zalarian:
Spoiler:
Hourglass Card 14 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Reiko/eddiephlash:
Spoiler:
Hourglass Card 15 Reiko/eddiephlash
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 16 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Seelah/notshown:
Spoiler:
Hourglass Card 17 Seelah/notshown
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.
Hourglass Card 18 Meliski/Zalarian:
Spoiler:
Hourglass Card 18 Meliski/Zalarian
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 19 Reiko/eddiephlash:
Spoiler:
Hourglass Card 19 Reiko/eddiephlash
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 20 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 20 Harsk/TheGreatNateO
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 21 Seelah/notshown:
Spoiler:
Hourglass Card 21 Seelah/notshown
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.
Hourglass Card 22 Meliski/Zalarian:
Spoiler:
Hourglass Card 22 Meliski/Zalarian
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 23 Reiko/eddiephlash:
Spoiler:
Hourglass Card 23 Reiko/eddiephlash
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.
Hourglass Card 24 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 24 Harsk/TheGreatNateO
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Seelah/notshown:
Spoiler:
Hourglass Card 25 Seelah/notshown
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.
Hourglass Card 26 Meliski/Zalarian:
Spoiler:
Hourglass Card 26 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 27 Reiko/eddiephlash:
Spoiler:
Hourglass Card 27 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 28 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 28 Harsk/TheGreatNateO
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 29 Seelah/notshown:
Spoiler:
Hourglass Card 29 Seelah/notshown
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: Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seelah/notshown, None

Catacombs of Wrath Card 1:
Wyvern
RotR
Monster 4
Traits:
Dragon
To Defeat:
Combat 16
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
Catacombs of Wrath Card 2:
Adherer
None
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.
Catacombs of Wrath Card 3:
Headband of Inspired Wisdom
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.
Catacombs of Wrath Card 4:
Clay Golem
RotR
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 21
You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.
Catacombs of Wrath Card 5:
Large Chest
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Catacombs of Wrath Card 6:
Sinspawn Axeman
RotR
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Catacombs of Wrath Card 7:
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Catacombs of Wrath Card 8:
Short Sword +1
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Catacombs of Wrath Card 9:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Catacombs of Wrath Card 10:
Hill Giant
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

Location #2: 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
Festering Maze of Sloth Card 1:
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.
Festering Maze of Sloth Card 2:
Treachery Demon
RotR
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 21
The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.
Festering Maze of Sloth Card 3:
Sinspawn Axeman
RotR
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Festering Maze of Sloth Card 4:
Belt of Giant Strength
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Festering Maze of Sloth Card 5:
Toad
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.
Festering Maze of Sloth Card 6:
Crushing Door
RotR
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
Festering Maze of Sloth Card 7:
Shining Child
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.
Festering Maze of Sloth Card 8:
Restoration
RotR
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Festering Maze of Sloth Card 9:
Putrid Horror
None
Villain 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 19
All damage dealt by the Putrid Horror is Acid damage.
If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.
Festering Maze of Sloth Card 10:
Toxic Cloud
RotR
Spell 2
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Location #3: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
Nettlemaze Card 1:
Shining Child
RotR
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.
Nettlemaze Card 2:
Ambush
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.
Nettlemaze Card 3:
Potion of Ghostly Form
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Nettlemaze Card 4:
Enchanter
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Nettlemaze Card 5:
Adherer
None
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.
Nettlemaze Card 6:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Nettlemaze Card 7:
Ogre
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Nettlemaze Card 8:
War Razor +1
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Nettlemaze Card 9:
Harpy
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Nettlemaze Card 10:
Redcap
RotR
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12
If undefeated, shuffle the Redcap into a random open location deck.

Location #4: Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Shimmerglens Card 1:
Adherer
None
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.
Shimmerglens Card 2:
Mummy
RotR
Monster 5
Traits:
Mummy
Undead
To Defeat:
Combat 21
The Mummy is immune to the Cold and Poison traits.
Add 1d8 to attempts to defeat the Mummy with the Fire trait.
If undefeated, after the encounter, bury your discard pile.
Shimmerglens Card 3:
Swipe
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.
Shimmerglens Card 4:
Enfeeble
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.
Shimmerglens Card 5:
Grizzled Mercenary
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.
Shimmerglens Card 6:
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.
Shimmerglens Card 7:
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.
Shimmerglens Card 8:
Ghoul Bat
RotR
Monster 4
Traits:
Undead
To Defeat:
Combat 17
Bury any card with the Magic trait played during this encounter, unless that card would be banished.
Shimmerglens Card 9:
Trapped Spellbook
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
Shimmerglens Card 10:
Conna the Wise
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.

Location #5: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None
Deeper Dungeons Card 1:
Elder Earth Elemental
RotR
Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.
Deeper Dungeons Card 2:
Explosive Runes
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Deeper Dungeons Card 3:
Ranger Stash
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.
Deeper Dungeons Card 4:
Adherer
None
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.
Deeper Dungeons Card 5:
Frost Ray
RotR
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Deeper Dungeons Card 6:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Deeper Dungeons Card 7:
Roc
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.
Deeper Dungeons Card 8:
Magic Spyglass
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Deeper Dungeons Card 9:
Tickwood Boar
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Deeper Dungeons Card 10:
Flaming Ranseur +3
RotR
Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Location #6: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, None
Thassilonian Dungeon Card 1:
Magic Full Plate
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Thassilonian Dungeon Card 2:
Headband of Inspired Wisdom
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.
Thassilonian Dungeon Card 3:
Succubus
RotR
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
Thassilonian Dungeon Card 4:
Adherer
None
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.
Thassilonian Dungeon Card 5:
Consecration
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Thassilonian Dungeon Card 6:
Major Cure
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.
Thassilonian Dungeon Card 7:
Locked Stone Door
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Thassilonian Dungeon Card 8:
Mass Cure
RotR
Spell 4
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Thassilonian Dungeon Card 9:
Light Crossbow +1
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.
Thassilonian Dungeon Card 10:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Starting Hand
Seelah - 2-5B: A Legacy of Ooze

Loot
2-2E: Replace Shock Glaive +1 with Impaler of Thorns.
2-4A: Replace Frost Lance +2 with Mokmurian’s Club.
2-5A: Replace Tripartite Spear +2 with Fanged Falchion.

Starting Location
Catacombs

Starting Hand
Favored Card: Weapon

Seelah wrote:

Hand: Hatchet Bird, Four-Mirror Armor, Kabuto Helmet, Blessing of the Samurai, Fanged Falchion, Mass Cure, Scribe,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 4

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Legionnaire Chaplain, Helm of the Valkyrie, Blessing of Angradd, Demonbane Longsword +2, Blessing of the Lord in Iron, Dwarven Plate, Grappler's Mask, Impaler of Thorns, Dwarven Earthbreaker +1, Warhorse, Pillaging Mace, Knight's Pennon, Mokmurian's Club, Blessing of Tsukiyo
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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 the first turn, I display Four-Mirror Armor.

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: # 1 - Hour is: Blessing of Lamashtu
Give Card: None
Move: Stay at Deeper Dungeons
Explore: Deeper Dungeons Card #1 - Elder Earth Elemental(Monster 5)

Elder Earth Elemental:

Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.

For Combat I will use Ranged Skill (1d10+6) and Reveal Humanbane Crossbow +2 (1d10+2)
Elder Earth Elemental - Combat DC 19: 2d10 + 8 ⇒ (5, 9) + 8 = 22 - Success
I will end my turn and Examine: Deeper Dungeons Card #2 - Explosive Runes (Barrier B)
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 0 Card(s)

Harsk wrote:

Hand: Blessing of Cayden Cailean, Navigator Musket +1, Gem of Physical Prowess, Ophidian Armor, Blessing of Gozreh, Humanbane Crossbow +2, Returning Throwing Axe +1,

Displayed:
Deck: 13 Discard: 0 Buried: 0

NOTES:
Available Support: 1 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bombardier Bow, Venomous Heavy Crossbow +2, Blessing of Angradd, Legionnaire Chaplain, Archer's Bracers, Dragonbreath Shot, Blessing of Milani (2), Deathbane Light Crossbow +1, Hatchetbird, Monkey, Blessing of Abadar, Masterwork Tools, Blessing of Milani (1)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.
[X] 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.


Grand Lodge Faction Reward:

[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.

Season of Tapestry’s Tides Rewards:

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 (0)

Catacombs of Wrath 2-10 remain // 2=Explosive Runes (Barrier B)
Festering Maze of Sloth 1-10 remain
Nettlemaze 1-10 remain
Shimmerglens 1-10 remain
Deeper Dungeons 1-10 remain
Thassilonian Dungeon 1-10 remain


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Out of Turn Updates: Four-Mirror was displayed at the start pf Harsk's turn.
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 2: Card 1: Blessing of Gorum

SoT:
I examine the top card of my location deck:
Wyvern (Monster 4)

Give Card: None
Move: Stay at Catacombs of Wrath

Explore: Catacombs of Wrath Card 1

Wyvern:
RotR Monster 4
Traits: Dragon
To Defeat: Combat 16
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.

Combat Breakdown:
Combat 16
Strength Melee 1d10+6
Fanged Falchion 2d4+2 (4s count as 6s)

Combat 16: 1d10 + 6 + 2d4 + 2 ⇒ (10) + 6 + (2, 4) + 2 = 24 (a 4 on the Falchion pushes that to a 26) Victory!

I discard Scribe to explore Card 2: Adherer.

Adherer:
None Henchman 5
Type: Monster
Traits: Aberration
To Defeat: Combat 18 THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Combat Breakdown:
Combat 18
Strength Melee 1d10+6
Fanged Falchion 2d4+2 (4s count as 6s)
Scenario Effect -2 vs Abarrations

Harsk kindly recharges a card of his choice to provide artillery support.
Combat 18: 1d10 + 6 + 2d4 + 2 + 1d4 + 1 - 2 ⇒ (2) + 6 + (4, 3) + 2 + (4) + 1 - 2 = 20 (a 4 on the Falchion pushes that to a 22)...

I recharge Blessing of the Samurai to add one die.
Combat 18: 1d10 + 6 + 2d4 + 2 + 1d10 - 2 ⇒ (7) + 6 + (3, 1) + 2 + (2) - 2 = 19 Victory!

Attempt to close location: Summon and defeat a Wrathful Sinspawn henchman.

Wrathful Sinspawn:
RotR Henchman 1
Type: Monster
Traits: Aberration
To Defeat: Combat 9
Before the encounter, succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
If defeated, you may immediately attempt to close the location this henchman came from.

BtE Wisdom check is automatically successful (1d8+3+2).

Combat Breakdown:
Combat 9
Strength Melee 1d10+6
Fanged Falchion 2d4+2 (4s count as 6s)
Scenario Effect -2 vs Abarrations

Automatic victory! Catacombs is closed!
Seelah moves to Shimmerglens
I end my turn and reset my hand (3 cards).

Seelah wrote:

Hand: Mass Cure, Kabuto Helmet, Hatchet Bird, Fanged Falchion, Dwarven Earthbreaker +1, Blessing of Tsukiyo, Knight's Pennon,

Displayed: Four-Mirror Armor,
Deck: 12 Discard: 1 Buried: 0
Hero Points: 4
NOTES:
Available Support: Knight's Pennon will be displayed with the next combat.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Demonbane Longsword +2, Dwarven Plate, Mokmurian's Club, Grappler's Mask, Impaler of Thorns, Blessing of the Lord in Iron, Helm of the Valkyrie, Pillaging Mace, Legionnaire Chaplain, Blessing of Angradd, Warhorse
Recharged: Blessing of the Samurai,
Discard Pile: Scribe,
Buried Pile:

Skills and Powers:
SKILLS
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 (0)
Notes for Harsk: Recharge a card of your choice.
Additional Info 1: Knight's Pennon will be displayed with the next combat; Reiko's Cartman can make it a +2.

Catacombs of Wrath CLOSED
Festering Maze of Sloth 1-10 remain
Reiko - Nettlemaze 1-10 remain
Seelah - Shimmerglens 1-10 remain
Harsk - Deeper Dungeons 2-10 remain // 2=Explosive Runes (Barrier B)
Meliski - Thassilonian Dungeon 1-10 remain

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Out of Turn Updates: None

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 3 - Hourglass Card 2 Meliski/Zalarian
Blessing of Gozreh

SOT: None
May examine top card of local character; then you may exchange it for a card in my hand.

Will bury wand of fly to examine 2 locations and optionally may move a character at current location to different location
Festering Maze of Sloth Card 1: Blessing of Gozreh
Thassilonian Dungeon Card 1: Magic Full Plate
Move character Meliski to location Festering Maze of Sloth

Give Card: None
Move: Stay at Festering Maze of Sloth
Explore: Festering Maze of Sloth Card 1: Blessing of Gozreh

Divine Check DC 5: 1d10 + 4 ⇒ (3) + 4 = 7 Auto Success

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.

Will discard b1Blessing of Nethys to examine and rearrange top 2 cards of location and explore
Will put Festering Maze of Sloth Card 2: Treachery Demon onto top of location deck to explore first
Will put Festering Festering Maze of Sloth Card 3: Sinspawn Axeman below top card of location deck
Explore: Festering Maze of Sloth Card 2:
Treachery Demon

The demon tries to whisper something into Meliski's ear. Meliski balls his hand into a fist and smacks the demon in the jaw.

"That be there lies if Ah have ever heard of 'em!"

Wisdom Check DC 12: 1d6 + 0 ⇒ (3) + 0 = 3 No Success - Meliski takes 0 damage since doesn't have any spells or weapons in hand
Harsk provides fire support and discards recharges blessing of Gozreh. Meliski freely discards recharges blessing of Gozreh to add to combat check. Knights Pennon and Master cartman adds 2

Melee Combat Check DC 21: 1d8 + 2 + 1d6 + 1d4 + 1 + 2d8 + 2 ⇒ (5) + 2 + (2) + (3) + 1 + (1, 3) + 2 = 19 Success
Melee Combat Check DC 21 PAIZO Reroll: 5 + 2 + 2 + 3 + 1 + 1d8 + 3 + 2 ⇒ 5 + 2 + 2 + 3 + 1 + (4) + 3 + 2 = 22 Success

Treachery Demon:

RotR
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 21
The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.

Reminder of Scenario changes:
On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.
Meliski reveals headband of alluring charisma to add 1 to check
Recharge Wand of Flying DC 12: 1d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11 Not Quite
Will shuffle Blessing of Thoth to reroll a die for a check
Recharge Wand of Flying DC 12: 1d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11 Wand is banished

Meliski resets his hand.

"

Meliski wrote:

Hand: s1Cure#Core, Headband of Alluring Charisma, 2 BoAbadar, BoMilani, s2Cloudburst, Wayfarer, 1 BoAbadar,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Byzantine Lexicon, Blessing of Gozreh, s4Fire Snake, BoSivanah, Old Salt, Binder's Tome, BoThoth, al2Cleric of Nethys, Vampire Bat, s6Scrying, s5Fly, Bolstering Armor, s3Life Drain#Core
Recharged:
Discard Pile: b1Blessing of Nethys,
Buried Pile:

Skills and Powers:
SKILLS
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.

"

Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (0)
Notes for Harsk: Gozreh is recharged; 2 cards are recharged for fire support
Additional Info 1: Knight's Pennon will be displayed with the next combat; Reiko's Cartman can make it a +2.

Catacombs of Wrath CLOSED
Meliski - Festering Maze of Sloth 3-10 remain // 3=Sinspawn Axeman (M4)
Reiko - Nettlemaze 1-10 remain
Seelah - Shimmerglens 1-10 remain
Harsk - Deeper Dungeons 2-10 remain // 2=Explosive Runes (Barrier B)
Thassilonian Dungeon 1-10 remain // 1=Magic Full Plate (Ar3)


Human Saboteur Ninja, Tier 6, Deck Handler

Hour is BotG. Explore Nettlemaze card 1: Shining Child. Reveal and discard Sansetsukon. Seelah's Pennon plus Tyler Cartman adds 2. Discard Horus to bless
Combat 20: 2d10 + 6 + 1d6 + 1 + 1d6 + 2 ⇒ (5, 6) + 6 + (1) + 1 + (6) + 2 = 27 Defeated!

Reveal Cloak to draw knife card: Adamantine Sai. Shuffle in cloak. Discard Wayfarer to explore card 2: Ambush. Wayfarer adds 2d6. Reveal fluid for poison power
Acro 9 + # = 14: 1d10 + 6 + 2d6 + 1d8 + 1 ⇒ (8) + 6 + (3, 1) + (3) + 1 = 22

"Nobody gets the drop on me!"

Free explore from Ambush. Card 3: Potion of Ghostly Form
Int 4: 1d6 ⇒ 2 Fail.

Discard Cartman to move to shimmerglens and explore card 1: Adherer - Henchman!
Reveal Sai, reveal Fluid for poison power. Pennon adds 1.

Combat 18 + 2 = 20: 1d10 + 6 + 1d4 + 2 + 1d8 + 1 + 1 ⇒ (6) + 6 + (2) + 2 + (3) + 1 + 1 = 21
Do the same thing, and use Remote support from Harsk to be sure
Combat 18 + 2 = 20: 1d10 + 6 + 1d4 + 2 + 1d8 + 1 + 1 + 1d4 + 1 ⇒ (5) + 6 + (2) + 2 + (6) + 1 + 1 + (1) + 1 = 25

Attempt to close. Reveal Fluid for poison power, and a Blessing from Meliski.
Wis 8: 2d6 + 1d8 + 1 ⇒ (1, 5) + (2) + 1 = 9 Shimmerglens closed!

End turn, reset hand, drawing 4

Reiko wrote:

Hand: Forensic Physician, Embalming Fluid, Adamantine Sai +2, Wayfinder, Materialize, Sacred Candle, Venomous Fighting Fan +1,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Sacred candle will acquire top blessing if it is lvl 5.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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

The Exchange

During This Adventure:

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.

Additional Rules:

Putrid Horror:

None Villain 5
Type: Monster
Traits: Aberration
To Defeat: Combat 19
All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Adherer:

None Henchman 5
Type: Monster
Traits: Aberration
To Defeat: Combat 18 THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from.

Wrathful Sinspawn:

RotR Henchman 1
Type: Monster
Traits: Aberration
To Defeat: Combat 9
Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn. If defeated, you may immediately attempt to close this location.

Scenario Level (#): 5

Turn: 5, Harsk/TheGreatNateO

Random Cards:

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

Spoiler:
Treachery Demon
RotR
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 21
The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.

Spoiler:
Faceless Stalker
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.

Spoiler:
Elder Water Elemental
RotR
Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.

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

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

Spoiler:
Hand Chopper
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.

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

Spoiler:
Arcane Lock
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.

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

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

Spoiler:
Venomous Heavy Crossbow +2
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.

Spoiler:
Heavy Crossbow
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Spoiler:
Venomous Dagger +2
RotR
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

Spoiler:
Venomous Heavy Crossbow +2
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.

Spells
Spoiler:
Swipe
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.

Spoiler:
Enfeeble
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.

Spoiler:
Scrying
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Poison Blast
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.

Spoiler:
Enfeeble
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.

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

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

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

Spoiler:
Hide Armor of Fire Resistance
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.

Spoiler:
Invincible Breastplate
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.

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

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

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

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

Spoiler:
Luckstone
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.

Allies
Spoiler:
Sheriff Hemlock
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.

Spoiler:
Giant Badger
RotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
Discard this card to explore your location.

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

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


Spoiler:
Eagle
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.

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

Spoiler:
Blessing of 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.

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

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

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

Current Hour:

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

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown:
Spoiler:
Hourglass Card 1 Seelah/notshown
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 2 Meliski/Zalarian:
Spoiler:
Hourglass Card 2 Meliski/Zalarian
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 Reiko/eddiephlash:
Spoiler:
Hourglass Card 3 Reiko/eddiephlash
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 4 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 4 Harsk/TheGreatNateO
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Seelah/notshown:
Spoiler:
Hourglass Card 5 Seelah/notshown
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 6 Meliski/Zalarian:
Spoiler:
Hourglass Card 6 Meliski/Zalarian
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Reiko/eddiephlash:
Spoiler:
Hourglass Card 7 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 8 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Seelah/notshown:
Spoiler:
Hourglass Card 9 Seelah/notshown
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 10 Meliski/Zalarian:
Spoiler:
Hourglass Card 10 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Reiko/eddiephlash:
Spoiler:
Hourglass Card 11 Reiko/eddiephlash
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 12 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Seelah/notshown:
Spoiler:
Hourglass Card 13 Seelah/notshown
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.
Hourglass Card 14 Meliski/Zalarian:
Spoiler:
Hourglass Card 14 Meliski/Zalarian
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 15 Reiko/eddiephlash:
Spoiler:
Hourglass Card 15 Reiko/eddiephlash
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 16 Harsk/TheGreatNateO
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 17 Seelah/notshown:
Spoiler:
Hourglass Card 17 Seelah/notshown
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.
Hourglass Card 18 Meliski/Zalarian:
Spoiler:
Hourglass Card 18 Meliski/Zalarian
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 19 Reiko/eddiephlash:
Spoiler:
Hourglass Card 19 Reiko/eddiephlash
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.
Hourglass Card 20 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 20 Harsk/TheGreatNateO
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Seelah/notshown:
Spoiler:
Hourglass Card 21 Seelah/notshown
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.
Hourglass Card 22 Meliski/Zalarian:
Spoiler:
Hourglass Card 22 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 23 Reiko/eddiephlash:
Spoiler:
Hourglass Card 23 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 24 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 24 Harsk/TheGreatNateO
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 25 Seelah/notshown:
Spoiler:
Hourglass Card 25 Seelah/notshown
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: Catacombs of Wrath
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seelah/notshown, None

Location #2: 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: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, None

Festering Maze of Sloth Card 1 (Sinspawn Axeman):
Sinspawn Axeman
RotR
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Festering Maze of Sloth Card 2:
Belt of Giant Strength
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Festering Maze of Sloth Card 3:
Toad
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.
Festering Maze of Sloth Card 4:
Crushing Door
RotR
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
Festering Maze of Sloth Card 5:
Shining Child
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.
Festering Maze of Sloth Card 6:
Restoration
RotR
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Festering Maze of Sloth Card 7:
Putrid Horror
None
Villain 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 19
All damage dealt by the Putrid Horror is Acid damage.
If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.
Festering Maze of Sloth Card 8:
Toxic Cloud
RotR
Spell 2
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Location #3: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Nettlemaze Card 1:
Enchanter
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Nettlemaze Card 2:
Adherer
None
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.
Nettlemaze Card 3:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Nettlemaze Card 4:
Ogre
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Nettlemaze Card 5:
War Razor +1
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Nettlemaze Card 6:
Harpy
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Nettlemaze Card 7:
Redcap
RotR
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12
If undefeated, shuffle the Redcap into a random open location deck.

Location #4: Shimmerglens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None

Location #5: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None

Deeper Dungeons Card 1 (Explosive Runes):
Explosive Runes
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Deeper Dungeons Card 2:
Ranger Stash
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.
Deeper Dungeons Card 3:
Adherer
None
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.
Deeper Dungeons Card 4:
Frost Ray
RotR
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Deeper Dungeons Card 5:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Deeper Dungeons Card 6:
Roc
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.
Deeper Dungeons Card 7:
Magic Spyglass
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Deeper Dungeons Card 8:
Tickwood Boar
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Deeper Dungeons Card 9:
Flaming Ranseur +3
RotR
Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Location #6: 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
Thassilonian Dungeon Card 1 (Magic Full Plate):
Magic Full Plate
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Thassilonian Dungeon Card 2:
Headband of Inspired Wisdom
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.
Thassilonian Dungeon Card 3:
Succubus
RotR
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
Thassilonian Dungeon Card 4:
Adherer
None
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.
Thassilonian Dungeon Card 5:
Consecration
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Thassilonian Dungeon Card 6:
Major Cure
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.
Thassilonian Dungeon Card 7:
Locked Stone Door
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Thassilonian Dungeon Card 8:
Mass Cure
RotR
Spell 4
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Thassilonian Dungeon Card 9:
Light Crossbow +1
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.
Thassilonian Dungeon Card 10:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Out of Turn Updates: Blessing of Gozreh is recharged for Meliski turn; 3 cards are recharged for fire support on Meliski and Reiko Turn - Returning Throwing Axe +1, Navigator Musket +1, Ophidian Armor
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: # 5 - Hour is: Blessing of Lamashtu
Give Card: None
Move: Stay at Deeper Dungeons
Explore: Deeper Dungeons Card 1 - Explosive Runes (Barrier B)

Explosive Runes:

Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

For Check I will use my Dexterity Skill (1d10+3) and use Meliski's 1 BoAbadar (2d10)
Explosive Runes - Dexterity DC 15: 3d10 + 3 ⇒ (3, 1, 1) + 3 = 8 - Fail
I will spend 1 Hero Point to reroll
Explosive Runes Reroll - Dexterity DC 15: 3d10 + 3 ⇒ (1, 3, 3) + 3 = 10 - Fail, I will Discard top card of my deck - Masterwork Tools and take damage
Explosive Runes Damage - Fire Damage: 2d4 ⇒ (4, 1) = 5 - Discard 3 cards left in my hand - Humanbane Crossbow +2, Gem of Physical Prowess, Blessing of Cayden Cailean

I will end my turn and Examine: Deeper Dungeons Card 2 - Ranger Stash (Barrier 3)
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 7 Card(s)

Harsk wrote:

Hand: Legionnaire Chaplain, Monkey, Blessing of Angradd, Dragonbreath Shot, Archer's Bracers, Blessing of Milani (2), Deathbane Light Crossbow +1,

Displayed:
Deck: 9 Discard: 4 Buried: 0

NOTES:
Available Support: 1 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Venomous Heavy Crossbow +2, Bombardier Bow, Hatchetbird, Blessing of Abadar, Blessing of Milani (1)
Recharged: Returning Throwing Axe +1, Blessing of Gozreh, Navigator Musket +1, Ophidian Armor,
Discard Pile: Masterwork Tools, Humanbane Crossbow +2, Gem of Physical Prowess, Blessing of Cayden Cailean,
Buried Pile:

Skills and Powers:
SKILLS
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.
[X] 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.


Grand Lodge Faction Reward:

[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.

Season of Tapestry’s Tides Rewards:

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 (0)
Notes for Meliski: reroll used; Reiko used blessing, Harsk Used 1 BoAbadar
Additional Info 1: Knight's Pennon is displayed with the next combat; Reiko's Cartman can make it a +2.

Seelah - Catacombs of Wrath CLOSED
Meliski - Festering Maze of Sloth 1-8 remain // 1=Sinspawn Axeman (M4)
Nettlemaze 1-7 remain
Reiko - Shimmerglens CLOSED
Harsk - Deeper Dungeons 2-9 remain // 2=Ranger Stash (Barrier 3)
Thassilonian Dungeon 1-10 remain // 1=Magic Full Plate (Ar3)


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Out of Turn Updates: Pennon was displayed on Meliski's turn and recharged on Harsk's.
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 6: Card 1: Blessing of Gozreh

SoT: none

Give Card: None
Move: Catacombs of Wrath -> Nettlemaze

Explore: Nettlemaze Card 1 - Enchanter

Enchanter:
RotR Monster B
Traits: Human Sorcerer Veteran
To Defeat: Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.

I reveal Kabuto Helmet to reduce the BtE and AtE damage to 0.

Combat Breakdown:
Combat 8+5=13
Strength Melee 1d10+6
Fanged Falchion 2d4+2 (4s count as 6s)

Combat 16: 1d10 + 6 + 2d4 + 2 ⇒ (8) + 6 + (4, 1) + 2 = 21 (a 4 on the Falchion pushes that to a 23) Victory!

I discard Hatchet Bird to move to Deeper Dungeons, then explore Card 2 - Ranger Stash. I auto-fail the check and banish the card.

I reveal Mass Cure: Harsk and I each shuffle 1d4+1 random discarded cards into our decks (I only have 2, so no roll needed for me). Then Mass Cure is discarded (I auto-fail the Divine 14 check).

I end my turn and reset my hand (3 cards).

Seelah wrote:

Hand: Dwarven Earthbreaker +1, Kabuto Helmet, Blessing of Tsukiyo, Fanged Falchion, Helm of the Valkyrie, Demonbane Longsword +2, Dwarven Plate,

Displayed: Four-Mirror Armor,
Deck: 12 Discard: 1 Buried: 0
Hero Points: 4

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hatchet Bird, Knight's Pennon, Legionnaire Chaplain, Blessing of Angradd, Impaler of Thorns, Blessing of the Lord in Iron, Mokmurian's Club, Scribe, Blessing of the Samurai, Warhorse, Pillaging Mace, Grappler's Mask
Recharged:
Discard Pile: Mass Cure,
Buried Pile:

Skills and Powers:
SKILLS
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 Plate.

Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (0)
Notes for Harsk: Cured for 1d4+1; at the start of any turn, Seelah can discard 1 card to heal 2 more for Harsk.
Notes for Meliski: reroll used; Reiko used blessing, Harsk Used 1 BoAbadar

Catacombs of Wrath CLOSED
Meliski - Festering Maze of Sloth 1-8 remain // 1=Sinspawn Axeman (M4)
Nettlemaze 2-7 remain
Reiko - Shimmerglens CLOSED
Harsk, Seelah - Deeper Dungeons 3-9 remain
Thassilonian Dungeon 1-10 remain // 1=Magic Full Plate (Ar3)

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Out of Turn Updates: discarded abadar blessings for both Reiko and Harsk; pennon is no longer up

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 7 - Hourglass Card 2 Meliski/Zalarian Blessing of Gozreh
SOT: None
May examine top card of local character; then you may exchange it for a card in my hand.

Give Card: None
Move: Stay at Festering Maze of Sloth
Location Powers: You may play no more than 1 card per check, regardless of type.

Will use power to explore Bottom Card - Festering Maze of Sloth Card 8: Toxic Cloud
Meliski reveals headband of alluring charisma to add 1 to check
Arcane Check DC 8: 1d10 + 4 + 1 ⇒ (2) + 4 + 1 = 7 No Success

Toxic Cloud:

RotR
Spell 2
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

After exploring bottom card, will choose to shuffle deck
Will discard wayfarer to explorer and add 2d6 to checks

Random Festering Maze of Sloth Card: 1d7 ⇒ 5 Festering Maze of Sloth Card 5: Shining Child

Meliski reveals headband of alluring charisma to add 1 to check
If non-villain monster, may ignore BYA
Cloudburst Spell Combat Check DC 20: 3d6 + 1d10 + 4 + 1 + 2d6 ⇒ (5, 6, 4) + (2) + 4 + 1 + (6, 2) = 30 Monster defeated
After the encounter, I will stay

Shining Child:

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.

Will cast cure on self Cure 1d4+1 Cards: 1d4 + 1 ⇒ (3) + 1 = 4

Reminder of Scenario changes:
On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.
Meliski reveals headband of alluring charisma to add 1 to check
s1Cure#Core: Arcane 8: 1d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11 -> s1Cure#Core recharged .
s2Cloudburst: Arcane 13: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6 -> s2Cloudburst discarded.

Meliski resets his hand.

"

Meliski wrote:

Hand: Headband of Alluring Charisma, BoMilani, Bolstering Armor, 2 BoAbadar, b1Blessing of Nethys, Blessing of Gozreh, BoSivanah,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Vampire Bat, s4Fire Snake, Old Salt, BoThoth, Byzantine Lexicon, al2Cleric of Nethys, 1 BoAbadar, s6Scrying, s5Fly, Binder's Tome, Wayfarer, s3Life Drain#Core
Recharged: s1Cure#Core,
Discard Pile: s2Cloudburst,
Buried Pile:

Skills and Powers:
SKILLS
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.

"

Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (5)
Notes for Harsk: Cured for 1d4+1; at the start of any turn, Seelah can discard 1 card to heal 2 more for Harsk.
Notes for Meliski: reroll used;

Catacombs of Wrath CLOSED
Meliski - Festering Maze of Sloth (random 1-4,6,7) remain // 1=Sinspawn Axeman (M4)
Nettlemaze 2-7 remain
Reiko - Shimmerglens CLOSED
Harsk, Seelah - Deeper Dungeons 3-9 remain
Thassilonian Dungeon 1-10 remain // 1=Magic Full Plate (Ar3)


Human Saboteur Ninja, Tier 6, Deck Handler

Turn 8, hourglass card 3: Desna.
Move back to Nettlemaze, explore card 1: Enchanter. Evade.

On her way back through the maze, Reiko senses an enchanter. Wanting nothing to do with his chaotic magics, Reiko nopes right out of there.

Discard Wayfinder to examine top card
Rando top card: 1d7 ⇒ 6: Harpy.
Shuffle back in and explore.

The maze really is just full of the worst kinds of creatures today.

Rando top card: 1d7 ⇒ 6 Harpy. Evade again.

Discard Physician to heal 1: Wayfinder, and explore.
Rando top card: 1d7 ⇒ 6 Harpy. Evade again.

Seeing nothing but Harpys everywhere she turns, Reiko decides to head elsewhere for now

End turn. Reset hand, drawing 2

Reiko wrote:

Hand: Embalming Fluid, Adamantine Sai +2, Materialize, Sacred Candle, Venomous Fighting Fan +1, Chain Vortex, Boots of Alacrity,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Sacred candle will acquire top blessing if it is lvl 5.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Out of Turn Updates: Heal from Seelah
Heal from Seelah: 1d4 + 1 ⇒ (3) + 1 = 4 - Heal 4 Cards
I will Display: Dragonbreath Shot
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: # 9 - Hour is: Blessing of Abadar
At start of turn, I will Examine: top of Seelah deck - Blessing of the Samurai. I will exchange it with Legionnaire Chaplain

Give Card: [ooc]None
Move: Stay at Deeper Dungeons
Explore: Deeper Dungeons Card 3 - Adherer (Henchman 5)

Adherer:

Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

For Combat #1 I will use my Ranged Skill (1d10+6), Reveal: Deathbane Light Crossbow +1 (1d8+1), Reveal: Archer's Bracers (+2) and and Recharge: Blessing of Blessing of the Samurai for 1 die (1d10)
Adherer - Combat DC 21: 2d10 + 1d8 + 9 ⇒ (2, 5) + (6) + 9 = 22 - Success

Will Pause Turn for Seelah to take Combat Check #2


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

During Harsk's Turn: Combat with Adherer henchman

Harsk recharges my Blessing of the Samurai to his deck.

Combat Breakdown:
Combat 21
Strength Melee 1d10+6
Reveal and recharge Demonbane Longsword+2 1d8+2 + 1d6
Blessing of the Samurai 1d10

Combat 21: 1d10 + 6 + 1d8 + 2 + 1d6 + 1d10 ⇒ (7) + 6 + (3) + 2 + (5) + (5) = 28

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Resume Turn -

Adherer Henchman Defeated

I will attempt to Close Deeper Dungeons - Succeed at a Constitution or Fortitude 8 check.
I will use my Fortitude Skill (1d10+3) and Discard: Blessing of Angradd for 1 die (1d10)
Close Deeper Dungeons - Fortitude DC 8: 2d10 + 3 ⇒ (4, 10) + 3 = 17 - Success

Location Deeper Dungeons is Closed

I will end my turn
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 3 Card(s)

Harsk wrote:

Hand: Deathbane Light Crossbow +1, Humanbane Crossbow +2, Archer's Bracers, Returning Throwing Axe +1, Monkey, Venomous Heavy Crossbow +2, Blessing of Milani (2),

Displayed: Dragonbreath Shot,
Deck: 11 Discard: 1 Buried: 0

NOTES:
Available Support: 2 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hatchetbird, Blessing of Gozreh, Blessing of Cayden Cailean, Navigator Musket +1, Blessing of Milani (1), Ophidian Armor, Bombardier Bow, Gem of Physical Prowess, Masterwork Tools, Blessing of Abadar
Recharged: Blessing of the Samurai,
Discard Pile: Blessing of Angradd,
Buried Pile:

Skills and Powers:
SKILLS
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.
[X] 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.


Grand Lodge Faction Reward:

[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.

Season of Tapestry’s Tides Rewards:

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 (5)
Notes for Meliski: reroll used;

Catacombs of Wrath CLOSED
Meliski - Festering Maze of Sloth (random 1-4,6,7) remain // 1=Sinspawn Axeman (M4)
Nettlemaze 2-7 remain
Reiko - Shimmerglens CLOSED
Harsk, Seelah - Deeper Dungeons CLOSED
Thassilonian Dungeon 1-10 remain // 1=Magic Full Plate (Ar3)


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Out of Turn Updates: At the start of Harsk's turn, he exchanged my Blessing of the Samurai for his Legionnaire Chaplain;
During Harsk's turn, I recharged Demonbane Longsword +2.

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 10: Card 5: Blessing of Gorum

SoT:
Adventure Path Reward: 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 (declined).

Give Card: None
Move: Deeper Dungeons -> Festering Maze of Sloth
At this location: You may play no more than 1 card per check, regardless of type.

Explore: Festering Maze of Sloth Card 1-4, 6, 7: 1d6 ⇒ 1 1 - Sinspawn Axeman.

Sinspawn Axeman:
RotR Monster 5
Traits: Aberration Fighter
To Defeat: Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.[/dice]

[spoiler=Combat Breakdown]Combat 19+2=21
Strength Melee 1d10+6
Discard Fanged Falchion 4d4+2 (4s count as 6s)


Combat 21: 1d10 + 6 + 4d4 + 2 ⇒ (6) + 6 + (1, 3, 4, 3) + 2 = 25 a 4 on one die makes that a 27. Victory!

I discard Blessing of Tsukiyo to draw a weapon (Fanged Falchion) from the discard pile.

I end my turn and reset my hand (3 cards).

Seelah wrote:

Hand: Dwarven Earthbreaker +1, Kabuto Helmet, Helm of the Valkyrie, Fanged Falchion, Legionnaire Chaplain (Harsk), Scribe, Hatchet Bird,

Displayed: Four-Mirror Armor, Dwarven Plate,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 4

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Angradd, Pillaging Mace, Impaler of Thorns, Blessing of the Lord in Iron, Mokmurian's Club, Legionnaire Chaplain, Knight's Pennon, Warhorse, Grappler's Mask
Recharged: Demonbane Longsword +2,
Discard Pile: Mass Cure, Blessing of Tsukiyo,
Buried Pile:

Skills and Powers:
SKILLS
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 (5)
Notes for Meliski: reroll used;

Catacombs of Wrath CLOSED
Meliski, Seelah - Festering Maze of Sloth (random 2-4,6,7) remain
Reiko - Nettlemaze 2-7, shuffled remain
Shimmerglens CLOSED
Harsk - Deeper Dungeons CLOSED
Thassilonian Dungeon 1-10 remain // 1=Magic Full Plate (Ar3)

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Out of Turn Updates: None

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 11 - Hourglass Card 6 Meliski/Zalarian Blessing of Sarenrae
SOT: None
Will examine top card of local character (Seelah's Pillaging Mace) and then exchange it for a card in my hand (Blessing of Gozreh).
"Thanks for letting meh borrah ya mace, Seelah! I think it will help in getting some armor"

Give Card: None
Move: Festering Maze of Sloth -> Thassilonian Dungeon
Location Powers: draw card is arcane spell used

Will use power to explore Bottom Card - Thassilonian Dungeon Card 10: Mercenary
Will ask Harsk for fire support and discard Sivanah
Pillaging Mace Combat Check DC 10+5=15: 3d8 + 3 + 1d4 + 1 ⇒ (4, 2, 2) + 3 + (2) + 1 = 14 Not Quite - will spend hero point to reroll
Pillaging Mace Combat Check DC 10+5=15: 3d8 + 3 + 1d4 + 1 ⇒ (6, 5, 4) + 3 + (1) + 1 = 20 Monster defeated

Mercenary:

RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

After exploring bottom card, will choose not to shuffle deck

Pillaging mace lets me examine top card and draw it if boon which it is
Draw: Thassilonian Dungeon Card 1 (Magic Full Plate)

Magic Full Plate:

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

Will discard b1Blessing of Nethys to examine and rearrange top 2 cards of location and explore
Will put Thassilonian Dungeon Card 3: Succubus onto top of location deck to explore first
Will put Thassilonian Dungeon Card 2: Headband of Inspired Wisdom below top card of location deck

Will have Harsk recharge a card for fire support and reveal mace and discard Abadar to bless
Melee Combat Check DC 17: 3d8 + 3 + 1d4 + 1 ⇒ (5, 3, 4) + 3 + (2) + 1 = 18 Success

Succubus:

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

Mace allows me to examine next card and draw it if a boon which it is (Thassilonian Dungeon Card 2: Headband of Inspired Wisdom)

Headband of Inspired Wisdom:

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.

Will discard blessing of Milani to explore again
Explore: Thassilonian Dungeon Card 4: Adherer
Reiko will materialize to encounter Adherer and then evade

Adherer:

None
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Reminder of Scenario changes:
On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.

Meliski resets his hand discarding wisdom headband and plate armor.

Meliski wrote:

Hand: Bolstering Armor, Headband of Alluring Charisma, Seelah's Pillaging Mace, Byzantine Lexicon, s6Scrying, BoThoth, al2Cleric of Nethys,

Displayed:
Deck: 9 Discard: 7 Buried: 0
Hero Points: 4
"NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location."

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Will discard Scrying spell to choose card type Monster and examine top 3 cards of location Nettlemaze
Random Nettlemaze Card: 1d6 ⇒ 5 Nettlemaze Card 6: Harpy
Random Nettlemaze Card: 1d5 ⇒ 5 Nettlemaze Card 7: Redcap
Random Nettlemaze Card: 1d4 ⇒ 3 Nettlemaze Card 4: Ogre
Will then choose to put chosen card types on bottom of deck as follows:
Nettlemaze Card 7: Redcap
Nettlemaze Card 6: Harpy
Nettlemaze Card 4: Ogre

I get to draw a card for using arcane spell (Binder's Tome)

during recovery Reveal headband and tome
Recharge Scrying DC 12: 1d10 + 4 + 1d4 + 1 ⇒ (5) + 4 + (4) + 1 = 14 Scrying spell is recharged discarded

"

Meliski wrote:

Hand: Bolstering Armor, Headband of Alluring Charisma, Byzantine Lexicon, Binder's Tome, al2Cleric of Nethys, BoThoth, Seelah's Pillaging Mace,

Displayed:
Deck: 9 Discard: 7 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Old Salt, Vampire Bat, 1 BoAbadar, s5Fly, s4Fire Snake, Wayfarer, s3Life Drain#Core
Recharged: s1Cure#Core, s6Scrying,
Discard Pile: s2Cloudburst, b1Blessing of Nethys, BoSivanah, 2 BoAbadar, BoMilani, Headband of Inspired Wisdom, Magic Full Plate,
Buried Pile:

Skills and Powers:
SKILLS
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.

"

Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (5)
Notes for Harsk: 2 cards recharged for Meliski
Notes for Meliski: reroll used; HP used
Notes for Reiko: Materialize used (Meliski)
Catacombs of Wrath CLOSED
Seelah - Festering Maze of Sloth (random 2-4,6,7) remain
Nettlemaze (random 2,3,5), 7,6,4 remain // 4=ogre,6=harpy,7=redcap
Shimmerglens CLOSED
Harsk - Deeper Dungeons CLOSED
Meliski, Reiko - Thassilonian Dungeon 1-10 remain // 1=Magic Full Plate (Ar3)


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Out of Turn Correction

I forgot about the Scenario rule: When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.

Bury Fanged Falchion on a 1: 1d6 ⇒ 3 Success! No changes needed for my previous turn.


Human Saboteur Ninja, Tier 6, Deck Handler

Off turn, Reiko Materializes to scare away a henchman. Thanks for the nettlemaze scrying! Materialize gets discarded during recovery

Start turn 12. Hour is card 7: BotG. Move to Nettlemaze, cards 2, 3, 5 are shuffled at the top. Explore: 1d3 ⇒ 3: card 5: War Razor +1.
Str 9: 1d6 ⇒ 2 auto-fail

Discard Boots to explore. Random between card 2 and 3. 1d2 + 1 ⇒ (2) + 1 = 3: Mercenary. Reveal and recharge fighting Fan and reveal Fluid for poison power.
Bury Boots?: 1d6 ⇒ 5 Not burried
Combat 10 + # = 15: 1d10 + 6 + 1d4 + 1 + 1d12 + 1d8 + 1 ⇒ (9) + 6 + (3) + 1 + (2) + (5) + 1 = 27 Defeated!

Reiko finds a mercenary lurking in the maze and makes them wish they never took the job.

End turn. Henchman is next. Reset hand, drawing 3

Reiko wrote:

Hand: Embalming Fluid, Adamantine Sai +2, Sacred Candle, Chain Vortex, Bo Abadar, Wayfinder, Shozoku of the Night Wind,

Displayed:
Deck: 5 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.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 (5)
Notes for Harsk: 2 cards recharged for Meliski
Notes for Meliski: reroll used; HP used
Catacombs of Wrath CLOSED
Seelah - Festering Maze of Sloth (random 2-4,6,7) remain
Reiko - Nettlemaze 3, 7,6,4 remain // 4=ogre,6=harpy,7=redcap
Shimmerglens CLOSED
Harsk - Deeper Dungeons CLOSED
Meliski - Thassilonian Dungeon 1-10 remain // 1=Magic Full Plate (Ar3)


Human Saboteur Ninja, Tier 6, Deck Handler

Retconning turn 8.
Hand at SoT was: : Forensic Physician, Embalming Fluid, Adamantine Sai +2, Wayfinder, Materialize, Sacred Candle, Venomous Fighting Fan +1

Top card wasn't Enchanter, as it was already defeated by Seelah. Top card was instead, card 2: Adherer, the henchman. For first check, reveal sai, reveal fluid for poison power.
Combat 18: 1d10 + 6 + 1d4 + 2 + 1d8 + 1 ⇒ (9) + 6 + (4) + 2 + (8) + 1 = 30 Success
For second combat, reveal and recharge fan, and reveal fluid for poison power.
Combat 18: 1d10 + 6 + 1d4 + 1 + 1d12 + 1d8 + 1 ⇒ (6) + 6 + (3) + 1 + (7) + (6) + 1 = 30 Defeated.

Attempt to close. Summon random monster: Shining Child. Reveal sai. Use an arrow from Harsk.
Combat 20: 1d10 + 6 + 1d4 + 2 + 1d4 + 1 ⇒ (8) + 6 + (3) + 2 + (3) + 1 = 23 Success!
Nettlemaze closed! No items in discards to shuffle.

End turn 8. Reset hand, drawing 1 card.

Reiko wrote:

Hand: Embalming Fluid, Adamantine Sai +2, Sacred Candle, Forensic Physician, Materialize, Wayfinder, Bo Abadar,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Sacred candle will acquire top blessing if it is lvl 5.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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

Materialize was still in hand by Meliski's turn 11, so I'd have banished and then discarded that to evade another henchman. I'll then have to re-do turn 12 since Nettlemaze is closed. Will do so in the next post.


Human Saboteur Ninja, Tier 6, Deck Handler


State as of turn 11:
Status Link

Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (5)
Notes for Harsk: 2 cards recharged for Meliski
Notes for Meliski: reroll used; HP used
Catacombs of Wrath CLOSED
Seelah - Festering Maze of Sloth (random 2-4,6,7) remain
Nettlemaze CLOSED
Shimmerglens CLOSED
Harsk - Deeper Dungeons CLOSED
Meliski, Reiko - Thassilonian Dungeon 1-10 remain // 1=Magic Full Plate (Ar3)

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Out of Turn Updates: Recharged Returning Throwing Axe +1 and Deathbane Light Crossbow +1 for my power support on Meliski turn
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: # 12 - Hour is: Blessing of the Gods
Give Card: None
Move: Deeper Dungeons -> Festering Maze of Sloth
Random Location Card: 1d5 ⇒ 4 - Card 6
Explore: Festering Maze of Sloth Card 6 - Restoration (Spell 4)

I will auto Fail to acquire Restoration (Spell 4)

I will Discard: Monkey to Explore
Random Location Card: 1d4 ⇒ 1 - Card 2
Explore: Festering Maze of Sloth Card 2 - Belt of Giant Strength (Item 3)

Belt of Giant Strength:

Item 3
Traits:
Accessory
Magic
To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.

I will use my Strength Skill to attempt to acquire
Acquire Belt of Giant Strength - Strength DC 5: 1d6 ⇒ 2 - Failed

I will end my turn and my power to Examine top card of location: Festering Maze of Sloth Card 7 - Putrid Horror (Villain 5)
Random Location Card: 1d3 ⇒ 3 - Card 7
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 3 Card(s)

Harsk wrote:

Hand: Blessing of Abadar, Humanbane Crossbow +2, Archer's Bracers, Bombardier Bow, Blessing of Cayden Cailean, Venomous Heavy Crossbow +2, Blessing of Milani (2),

Displayed: Dragonbreath Shot,
Deck: 10 Discard: 2 Buried: 0

NOTES:
Available Support: 1 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Masterwork Tools, Ophidian Armor, Blessing of Gozreh, Navigator Musket +1, Gem of Physical Prowess, Hatchetbird, Blessing of Milani (1)
Recharged: Blessing of the Samurai, Returning Throwing Axe +1, Deathbane Light Crossbow +1,
Discard Pile: Blessing of Angradd, Monkey,
Buried Pile:

Skills and Powers:
SKILLS
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.
[X] 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.


Grand Lodge Faction Reward:

[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.

Season of Tapestry’s Tides Rewards:

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 (5)
Notes for Meliski: reroll used; HP used
Additional Info 1: Villian top Card at Festering Maze of Sloth

Catacombs of Wrath CLOSED
Seelah, Harsk - Festering Maze of Sloth 7 (random 3,4) remain // 7=Putrid Horror (Villain 5)
Nettlemaze CLOSED
Shimmerglens CLOSED
Deeper Dungeons CLOSED
Meliski, Reiko - Thassilonian Dungeon 1-10 remain // 1=Magic Full Plate (Ar3)


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Out of Turn Updates: none
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 13: Card "13": Blessing of Calistria

SoT:
Adventure Path Reward: 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. Declined.

Give Card: None
Move: Stay at Festering Maze of Sloth

Explore: Festering Maze of Sloth Card 7 - Putrid Horror

Putrid Horror:
Villain 5
Type: Monster
Traits: Aberration
To Defeat: Combat 19
All damage dealt by the Putrid Horror is Acid damage.
If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Combat Breakdown:
Combat 19
Strength Melee 1d10+6
Discard Fanged Falchion 4d4+2 (4s count as 6s)
Scenario penalty -2

Combat 19: 1d10 + 6 + 4d4 + 2 - 2 ⇒ (2) + 6 + (3, 3, 4, 1) + 2 - 2 = 19 Victory! (a 4 on the Fanged Falchion increases that to a 21).

Meliski needs a 7 to guard Thassilonian Dungeon, which is automatically achieved with his Cleric of Nethys.

Scenario Complete.

The Exchange

Obtained Cards:
Magic Full Plate (Armor 3)
Blessing of Gozreh (Blessing 4)
Headband of Inspired Wisdom (Item 4)

Since there was too few cards for each person to try for a deck upgrade, the party gets a random card of a random type:

random type: 1d6 ⇒ 3 Armor

Random Armor: Invincible Breastplate (Armor 5)

Please talk about upgrades etc in the Discussion.

The Exchange

Reward: Each character chooses armor, ally, or blessing and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Development:

You’re not sure whether to cheer in victory or to heave in disgust, but the ooze-things that attacked you have fallen. You crawl unceremoniously up on the Sihedron of Sloth’s walkway, your equipment and clothes dripping with filth. Taking stock of this place is dizzying. The walkway stretches beyond your vision; in the distance are maze-like structures that seem to have no end, and a strange dome hangs suspended at the mansion’s apex. Everything smells like decay and neglect. All you can do is keep pushing forward, which you do—until a familiar disorientation overtakes your senses and your surroundings again go black.

2-5C: The Putrid Gardens

When your surroundings blink back into existence, you appear to be among some sort of warped gardens. They were once likely very beautiful; a fitting refuge, even, for the Runelord of Sloth himself, as the place’s guardian implied. You can still see an occasional burst of color in between the rotten, greasy vegetation that grows everywhere wildly, and the remnants of carefully cultivated hedges now sag with weeds, moss, and other decaying overgrowth. As you make your way through the gardens, looking for any sign of activity or an exit, you come into a curious courtyard. At its center is a massive sculpture of the same man depicted on the mansion’s exterior—Krune, you guess. The Runelord of Sloth lounges in iron on a fabulous duvet, a spellbook in his hand and a magnif icent spear, its tip a mighty pointed tooth, slung across his lap. Below the statue is a pool that was likely once a fountain but has long since grown stagnant.Even stranger, this courtyard is far from abandoned. All around are peculiar humanoids, many of them bald, all wearing cloaks with clasps depicting that same whip-encircled Sihedron. Some seem almost human, while others are red- or blue-skinned, and some are covered in chains that pierce their f lesh in multiple places. They seem almost cultish in their devotion to lazing around the garden, and then it hits you: these must be cultists of Lissala, the Thassilonian goddess of runes and fate, for whom Krune served as high priest. The Sihedron of Sloth, then, was not only Krune’s private sanctum, but it’s also a temple devoted to his powerful goddess!The cultists, however, seem to care nothing for the revelations that just struck. They’ve seen you, and it seems you’re not welcome. Practically in unison they yell, “Vessels for the prophet! To arms, scions!”

The Exchange

Random cards for the Reward:

Random Cards:

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

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

Spoiler:
Invincible Breastplate
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.

Spoiler:
Goblin Plate +1
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.


Spoiler:
Lesser Bolstering Armor
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.

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

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

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

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

Spoiler:
Father Zantus
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.

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

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

Spoiler:
Blessing of 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.

Spoiler:
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.

Spoiler:
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.

The Exchange

Setup for 2-5C:

During This Adventure:

During This Scenario: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

To win the scenario, close all locations.

Additional Rules:

Warrior of Wrath:

RotR Henchman 5
Type: Monster
Traits: Fighter Human Wizard
To Defeat: Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location.

Scenario Level (#): 5

Turn: 0, Meliski/Zalarian

Random Cards:

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

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

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

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

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

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

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

Spoiler:
Arcane Lock
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.

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

Spoiler:
Ambush
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.

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

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

Spoiler:
Shock Longbow +1
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.

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

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

Spells
Spoiler:
Incendiary Cloud
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.

Spoiler:
Teleport
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.

Spoiler:
Charm Person
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

Spoiler:
Blizzard
RotR
Spell 5
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Fire Sneeze
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


Armors
Spoiler:
Lesser Bolstering Armor
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.

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

Spoiler:
Chainmail of Cold Resistance
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.

Spoiler:
Hide Armor of Fire Resistance
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.

Spoiler:
Invincible Breastplate
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.

Items
Spoiler:
Greater Luckstone
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 5
Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

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

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

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

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

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

Spoiler:
Toad
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.

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

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

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

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

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

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

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

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Reiko/eddiephlash:
Spoiler:
Hourglass Card 1 Reiko/eddiephlash
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.
Hourglass Card 2 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 2 Harsk/TheGreatNateO
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 3 Seelah/notshown:
Spoiler:
Hourglass Card 3 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Meliski/Zalarian:
Spoiler:
Hourglass Card 4 Meliski/Zalarian
Runewell's Echo
None
Loot P
Type: Blessing
Traits:
Divine
Blessing
Lissala
To Acquire:

Discard this card to add 1 die to any check.
Discard this card to add 1d12 to any non-combat check.
After playing this card, you may play another blessing on this check.

Hourglass Card 5 Reiko/eddiephlash:
Spoiler:
Hourglass Card 5 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 6 Harsk/TheGreatNateO
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Seelah/notshown:
Spoiler:
Hourglass Card 7 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Meliski/Zalarian:
Spoiler:
Hourglass Card 8 Meliski/Zalarian
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 9 Reiko/eddiephlash:
Spoiler:
Hourglass Card 9 Reiko/eddiephlash
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 10 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 10 Harsk/TheGreatNateO
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 Seelah/notshown:
Spoiler:
Hourglass Card 11 Seelah/notshown
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 Meliski/Zalarian:
Spoiler:
Hourglass Card 12 Meliski/Zalarian
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 13 Reiko/eddiephlash:
Spoiler:
Hourglass Card 13 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 14 Harsk/TheGreatNateO
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 15 Seelah/notshown:
Spoiler:
Hourglass Card 15 Seelah/notshown
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 16 Meliski/Zalarian:
Spoiler:
Hourglass Card 16 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Reiko/eddiephlash:
Spoiler:
Hourglass Card 17 Reiko/eddiephlash
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 18 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 18 Harsk/TheGreatNateO
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 19 Seelah/notshown:
Spoiler:
Hourglass Card 19 Seelah/notshown
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 20 Meliski/Zalarian:
Spoiler:
Hourglass Card 20 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Reiko/eddiephlash:
Spoiler:
Hourglass Card 21 Reiko/eddiephlash
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 22 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 22 Harsk/TheGreatNateO
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.
Hourglass Card 23 Seelah/notshown:
Spoiler:
Hourglass Card 23 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 24 Meliski/Zalarian:
Spoiler:
Hourglass Card 24 Meliski/Zalarian
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 25 Reiko/eddiephlash:
Spoiler:
Hourglass Card 25 Reiko/eddiephlash
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.
Hourglass Card 26 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 26 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 27 Seelah/notshown:
Spoiler:
Hourglass Card 27 Seelah/notshown
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.
Hourglass Card 28 Meliski/Zalarian:
Spoiler:
Hourglass Card 28 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 29 Reiko/eddiephlash:
Spoiler:
Hourglass Card 29 Reiko/eddiephlash
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.
Hourglass Card 30 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 30 Harsk/TheGreatNateO
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: 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 #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

Location #3: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: 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

Location #5: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 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

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Meliski - 2-5C: The Putrid Garden

Loot
Starting Location
Thassilonian Library
Starting Hand - Choosing Item as favored card

"

Meliski wrote:

Hand: s4Fire Snake, BoThoth, Samisen of Oracular Vision, al2Cleric of Nethys, Binder's Tome, BoMilani, Headband of Alluring Charisma,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 1 BoAbadar, s1Cure#Core, i2Wand of Flying, Bolstering Armor, b1Blessing of Nethys, s5Fly, 2 BoAbadar, s2Cloudburst, Vampire Bat, BoSivanah, Old Salt, s6Scrying, Wayfarer, s3Life Drain#Core
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.

"

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Harsk- 2-5C: The Putrid Gardens

Starting Location -
Location #1: Festering Maze of Sloth

Loot
None

Starting Hand - Favored Card - Weapon

Harsk wrote:

Hand: Ophidian Armor, Blessing of Gozreh, Deathbane Light Crossbow +1, Legionnaire Chaplain, Dragonbreath Shot, Navigator Musket +1, Archer's Bracers,

Displayed:
Deck: 14 Discard: 0 Buried: 0

NOTES:
Available Support: 0 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hatchetbird, Monkey, Blessing of Milani (1), Blessing of Milani (2), Masterwork Tools, Humanbane Crossbow +2, Gem of Physical Prowess, Venomous Heavy Crossbow +2, Blessing of Angradd, Blessing of Cayden Cailean, Bombardier Bow, Blessing of Abadar, Returning Throwing Axe +1
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.
[X] 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.


Grand Lodge Faction Reward:

[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.

Season of Tapestry’s Tides Rewards:

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.


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Starting Hand
Seelah - 2-5C: The Putrid Garden

Loot
2-2E: Replace Shock Glaive +1 with Impaler of Thorns.
2-4A: Replace Frost Lance +2 with Mokmurian’s Club.
2-5A: Replace Tripartite Spear +2 with Fanged Falchion.

Starting Location
Desecrated Vault

Starting Hand
Favored Card: Weapon

Seelah wrote:

Hand: Blessing of the Samurai, Knight's Pennon, Demonbane Longsword +2, Helm of the Valkyrie, Warhorse, Blessing of Angradd, Hatchet Bird,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points:
NOTES:
Available Support: Pennon will be displayed at the first combat.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Grappler's Mask, Scribe, Blessing of Tsukiyo, Kabuto Helmet, Four-Mirror Armor, Pillaging Mace, Blessing of the Lord in Iron, Mokmurian's Club, Impaler of Thorns, Mass Cure, Fortified Breastplate, Fanged Falchion, Dwarven Earthbreaker +1, Legionnaire Chaplain
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.


Human Saboteur Ninja, Tier 6, Deck Handler

Will start at Nettlemaze and draw starting hand, choosing Poison boon.

Reiko wrote:

Hand: Embalming Fluid, Venomous Dagger +2, Bo Abadar, Venomous Fighting Fan +1, Adamantine Sai +2, Bo Pallid Princess, Chain Vortex,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Sacred candle will acquire top blessing if it is lvl 5.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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: 7
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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Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] Season of the Runelords by zeroth_hour All Messageboards

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