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

Game Master zeroth_hour

Turn Order - Harsk, Seelah, Meliski, Reiko


1,001 to 1,050 of 1,119 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
The Exchange

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: 1, Reiko/eddiephlash

Random Cards:

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

Spoiler:
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:
Werewolf
RotR
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Spoiler:
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.

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

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

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

Spoiler:
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:
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:
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:
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:
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:
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.

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

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

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

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

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

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

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

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

Allies
Spoiler:
Cat
RotR
Ally 3
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 8
Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.

Spoiler:
Shaman
RotR
Ally 5
Traits:
Cleric
Divine
Half-Orc
To Acquire:
Charisma
Diplomacy 9
OR Wisdom
Divine 7
Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
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.

Spoiler:
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.

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.

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

Spoiler:
Blessing of 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.

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 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.

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.

Current Hour:

Blessing of Pharasma:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 1 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 2 Seelah/notshown:
Spoiler:
Hourglass Card 2 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 3 Meliski/Zalarian:
Spoiler:
Hourglass Card 3 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 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 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 Seelah/notshown:
Spoiler:
Hourglass Card 6 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 7 Meliski/Zalarian:
Spoiler:
Hourglass Card 7 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 8 Reiko/eddiephlash:
Spoiler:
Hourglass Card 8 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 9 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 9 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 10 Seelah/notshown:
Spoiler:
Hourglass Card 10 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 11 Meliski/Zalarian:
Spoiler:
Hourglass Card 11 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 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 Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 14 Seelah/notshown:
Spoiler:
Hourglass Card 14 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 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 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 17 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 17 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 18 Seelah/notshown:
Spoiler:
Hourglass Card 18 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 19 Meliski/Zalarian:
Spoiler:
Hourglass Card 19 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 20 Reiko/eddiephlash:
Spoiler:
Hourglass Card 20 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 21 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 21 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 22 Seelah/notshown:
Spoiler:
Hourglass Card 22 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 23 Meliski/Zalarian:
Spoiler:
Hourglass Card 23 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 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 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 26 Seelah/notshown:
Spoiler:
Hourglass Card 26 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 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 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 29 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 29 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: Harsk/TheGreatNateO, None

Festering Maze of Sloth Card 1:
Invasion Plans
RotR
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
Festering Maze of Sloth Card 2:
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.
Festering Maze of Sloth 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.
Festering Maze of Sloth Card 4:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Festering Maze of Sloth Card 5:
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.
Festering Maze of Sloth Card 6:
Augury
RotR
Spell B
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Festering Maze of Sloth Card 7:
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.
Festering Maze of Sloth Card 8:
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.
Festering Maze of Sloth Card 9:
Ameiko Kaijitsu
RotR
Ally 1
Traits:
Bard
Human
Rogue
To Acquire:
Charisma
Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Festering Maze of Sloth Card 10:
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.

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
Shrine to Lamashtu Card 1:
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.
Shrine to Lamashtu Card 2:
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.
Shrine to Lamashtu Card 3:
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.
Shrine to Lamashtu Card 4:
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.
Shrine to Lamashtu Card 5:
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.
Shrine to Lamashtu Card 6:
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.
Shrine to Lamashtu Card 7:
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.
Shrine to Lamashtu Card 8:
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.
Shrine to Lamashtu Card 9:
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.
Shrine to Lamashtu Card 10:
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.

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
Woods Card 1:
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.
Woods Card 2:
Cryptic Message
RotR
Barrier 3
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If defeated, you may examine the top 2 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
Woods Card 3:
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.
Woods 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.
Woods Card 5:
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.
Woods Card 6:
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.
Woods Card 7:
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.
Woods Card 8:
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.
Woods Card 9:
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.
Woods Card 10:
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.

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: Meliski/Zalarian, None
Thassilonian Library Card 1:
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.
Thassilonian Library Card 2:
Lizard
RotR
Ally 4
Traits:
Animal
Arcane
To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to succeed at your Stealth or Survival check.
Discard this card to explore your location.
Thassilonian Library Card 3:
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.
Thassilonian Library Card 4:
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 Library Card 5:
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.
Thassilonian Library Card 6:
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.
Thassilonian Library Card 7:
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.
Thassilonian Library 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.
Thassilonian Library Card 9:
Necromantic Deathtrap
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
Thassilonian Library Card 10:
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.

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: Reiko/eddiephlash, None
Nettlemaze Card 1:
Sneak
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Nettlemaze Card 2:
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.
Nettlemaze Card 3:
Mammoth
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
Nettlemaze Card 4:
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.
Nettlemaze Card 5:
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.
Nettlemaze Card 6:
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.
Nettlemaze Card 7:
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.
Nettlemaze Card 8:
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.
Nettlemaze Card 9:
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.
Nettlemaze Card 10:
Greatclub +3
RotR
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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: Seelah/notshown, None
Desecrated Vault Card 1:
Cave Bear
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
Damage dealt by the Cave Bear is increased by 1d4-1.
Desecrated Vault Card 2:
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.
Desecrated Vault Card 3:
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.
Desecrated Vault Card 4:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Desecrated Vault Card 5:
Speed
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Desecrated Vault Card 6:
Boots of Elvenkind
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Desecrated Vault 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.
Desecrated Vault Card 8:
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.
Desecrated Vault Card 9:
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.
Desecrated Vault Card 10:
Deathweb
RotR
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.


Human Saboteur Ninja, Tier 6, Deck Handler

Another mission finds Reiko in another maze.

Hour is Pharasma. Explore Nettlemaze card 1: Sneak.
BYA Wis 8: 1d6 ⇒ 6 Fail, discard Vortex.
Reveal Sai to fight and ignore increased diff.
Combat 9: 1d10 + 6 + 1d4 + 2 ⇒ (1) + 6 + (4) + 2 = 13 Auto-success

Discard Abadar to explore card 2: Pit Trap. Reveal Fluid.
Acro 8: 1d10 + 6 + 1d8 + 1 ⇒ (3) + 6 + (7) + 1 = 17 Auto-success

Free explore card 3: Mammoth. Reveal Fluid, reveal and recharge Dagger.
Combat 16: 1d10 + 5 + 1d4 + 2 + 1d12 + 1d8 + 1 ⇒ (10) + 5 + (2) + 2 + (2) + (4) + 1 = 26 Defeated!

Discard BoPP to explore card 4: Wyvern. Reveal and recharge fan, reveal fluid.
Combat 16: 1d10 + 6 + 1d4 + 1 + 1d12 + 1d8 + 1 ⇒ (10) + 6 + (3) + 1 + (12) + (3) + 1 = 36 Defeated!

One creature after another approaches to challenge Reiko, but she is not in the mood to give them a chance, and dispatches each with a different poison tipped weapon.

End turn, reset hand drawing 5

Reiko wrote:

Hand: Embalming Fluid, Adamantine Sai +2, Sacred Candle, Master Cartman, Shozoku of the Night Wind, Bo Urgathoa, Cloak of Daggers,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Sacred candle will acquire top blessing if it is lvl 5. Urgathoa double bless on fort or vs undead,

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

Liberty's Edge

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

During Harsk turn after blessing is flipped, Meliski will recharge Samisen of Oracular vision to examine the top 3 cards of any location deck.
Shrine to Lamashtu Card 1: Blessing of Desna
Shrine to Lamashtu Card 2: Hill Giant
Shrine to Lamashtu Card 3: Harpy

Meliski wrote:

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

Displayed:
Deck: 15 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.

Status Link

Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (5)

Harsk - Location #1: Festering Maze of Sloth
Location #2: Shrine to Lamashtu 1=Blessing of Desna, 2=Hill Giant, 3=Harpy remain
Location #3: Woods
Meliski - Location #4: Thassilonian Library
Reiko - Location #5: Nettlemaze 5-10 remain
Seelah - Location #6: Desecrated Vault

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: # 2 - Hour is: Blessing of Irori
Give Card: None
Move: Festering Maze of Sloth -> Woods
Explore: Woods Card 1 - Headband of Inspired Wisdom (Item 4)

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.

I will use my Wisdom Skill for Check to Acquire
Acquire Headband of Inspired Wisdom - Wisdom DC 7: 1d6 + 2 ⇒ (1) + 2 = 3 - Fail

I will Discard: Legionnaire Chaplain to Explore: Woods Card 2 - Cryptic Message (Barrier 3)
I will auto Fail check, barrier is banished

I will end my turn and Examine: Woods Card 3 - Staff of Minor Healing (Item 1)
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 2 Card(s)

Harsk wrote:

Hand: Ophidian Armor, Blessing of Gozreh, Deathbane Light Crossbow +1, Bombardier Bow, Masterwork Tools, Navigator Musket +1, Archer's Bracers,

Displayed: Dragonbreath Shot,
Deck: 12 Discard: 1 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): Monkey, Gem of Physical Prowess, Humanbane Crossbow +2, Hatchetbird, Blessing of Abadar, Blessing of Milani (1), Returning Throwing Axe +1, Venomous Heavy Crossbow +2, Blessing of Angradd, Blessing of Milani (2), Blessing of Cayden Cailean
Recharged:
Discard Pile: Legionnaire Chaplain,
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 (1)

Location #1: Festering Maze of Sloth
Location #2: Shrine to Lamashtu 1=Blessing of Desna, 2=Hill Giant, 3=Harpy remain
Harsk - Location #3: Woods 3-10 remain // 3=Staff of Minor Healing
Meliski - Location #4: Thassilonian Library
Reiko - Location #5: Nettlemaze 5-10 remain
Seelah - Location #6: Desecrated Vault


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

Out of Turn Updates: Knight's Pennon was displayed with Reiko's first combat and recharged when Harsk banished the Cryptic Message.
Turn Order: Meliski, Reiko, Harsk, Seelah
Turn 3: Blessing Deck Card 2 - Blessing of the Gods

Start of Turn:
I examine the top card of my location deck: Desecrated Vault Card 1 - Cave Bear (Monster 4)

Give Card: None
Move: Stay at Desecrated Vault

Explore: Desecrated Vault Card 1

Cave Bear:
RotR (Monster 4)
Traits: Animal
To Defeat: Combat 16
Damage dealt by the Cave Bear is increased by 1d4+1.

Combat Breakdown:
Combat 16
Strength Melee 1d10+6
Recharge Blessing of the Samurai 1d10
Demonbane Longsword +2 1d8+2 (Demon add 1d8)

Combat 16: 1d10 + 6 + 1d10 + 1d8 + 2 ⇒ (1) + 6 + (10) + (4) + 2 = 23 Victory!

I end my turn, discarding Warhorse to move to Shrine to Lamashtu. Then I reset my hand (3 cards).

Seelah wrote:

Hand: Demonbane Longsword +2, Helm of the Valkyrie, Hatchet Bird, Blessing of Angradd, Mokmurian's Club, Fortified Breastplate, Blessing of Tsukiyo,

Displayed: Knight's Pennon,
Deck: 12 Discard: 1 Buried: 0
Hero Points:
NOTES:
Available Support: Pennon will be displayed at the first combat.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Legionnaire Chaplain, Grappler's Mask, Pillaging Mace, Blessing of the Lord in Iron, Four-Mirror Armor, Kabuto Helmet, Fanged Falchion, Scribe, Dwarven Earthbreaker +1, Impaler of Thorns, Mass Cure
Recharged: Blessing of the Samurai,
Discard Pile: Warhorse,
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 = Current Turn - 1

Location #1: Festering Maze of Sloth 1-10 remain
Seelah - Location #2: Shrine to Lamashtu 1-10 remain // 1=Blessing of Desna, 2=Hill Giant, 3=Harpy
Harsk - Location #3: Woods 3-10 remain // 3=Staff of Minor Healing
Meliski - Location #4: Thassilonian Library 1-10 remain
Reiko - Location #5: Nettlemaze 5-10 remain
Location #6: 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: 4 - Hourglass Card 3 Meliski/Zalarian Runewell's Echo
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 Thassilonian Library
Location Powers: If you acquire a spell, reset your hand and end your turn.
Explore: Thassilonian Library Card 1: Disintegrate

Will discard blessing of Thoth to bless along with tome and headband
Arcane Check DC 14 With Tome and Headband: 1d10 + 1d10 + 4 + 1d4 + 1 ⇒ (1) + (9) + 4 + (2) + 1 = 17 Success

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.

Spell acquired; must reset hand and end turn

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.

"

Meliski wrote:

Hand: s4Fire Snake, Binder's Tome, Headband of Alluring Charisma, al2Cleric of Nethys, BoMilani, Disintegrate, Vampire Bat,

Displayed:
Deck: 14 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): b1Blessing of Nethys, s1Cure#Core, Old Salt, s6Scrying, i2Wand of Flying, 1 BoAbadar, BoSivanah, s5Fly, s3Life Drain#Core, Wayfarer, 2 BoAbadar, s2Cloudburst, Bolstering Armor
Recharged: Samisen of Oracular Vision,
Discard Pile: BoThoth,
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 = Current Turn - 1

Location #1: Festering Maze of Sloth 1-10 remain
Seelah - Location #2: Shrine to Lamashtu 1-10 remain // 1=Blessing of Desna, 2=Hill Giant, 3=Harpy
Harsk - Location #3: Woods 3-10 remain // 3=Staff of Minor Healing
Meliski - Location #4: Thassilonian Library 2-10 remain
Reiko - Location #5: Nettlemaze 5-10 remain
Location #6: Desecrated Vault 2-10 remain


Human Saboteur Ninja, Tier 6, Deck Handler

Turn 5, hour is card 4: BotG. Explore Nettlemaze. Explore card 5: Ring of Protection. Discard Urgathoa to double bless.
Fort 5: 3d4 ⇒ (3, 2, 1) = 6 Acquired!
Banish to heal 1 for my power: Bo Urgathoa.

Discard Master Cartman to Move to Desecrated Vault and explore card 2: Harpy. Auto fail wis check. Others will probably be here, so no poison power. Will bury cloak of daggers, but will pause to see what support is available.

Liberty's Edge

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

Meliski autofails harpy check and moves to Nettlemaze


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

OOT Harpy Wisdom Check: 1d8 + 2 ⇒ (3) + 2 = 5 Failure; Seelah moves to Desecrated Vault.


Human Saboteur Ninja, Tier 6, Deck Handler

Will Amend Wis check, to use Seelah's BYA power (now that she's here).

Wis 8: 1d6 + 2 ⇒ (1) + 2 = 3 Still fail.

Will punch the harpy, with Mel's Binder's Tome adding d4, Seelah's Tsukio blessing str, and my cloak adding 4d4
Combat 14: 2d6 + 1d4 + 4d4 ⇒ (6, 1) + (1) + (1, 4, 4, 4) = 21 Defeated!

A harpy got the drop on Reiko, but luckily her friends showed up right on time. She throws open her cloak and flings every remotely sharp or pointy thing in it at the harpy, and along with her friends support, the beast is slain.

End turn. Reset hand, drawing 3

Reiko wrote:

Hand: Embalming Fluid, Adamantine Sai +2, Sacred Candle, Shozoku of the Night Wind, Wayfarer, Materialize, Double Chicken Saber + 1,

Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Materialize let's me BAMF in and take your bane encounter with +3. Feel free to Bot this. 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

Grand Lodge

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

Out of Turn Updates: Harpy Wisdom Check
BTE Harpy Check - Wisdom DC8: 1d6 + 2 ⇒ (1) + 2 = 3 - Was moved to Desecrated Vault
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 6 - Hour is: Blessing of Gozreh
Give Card: None
Move: Desecrated Vault -> Woods
Explore: Woods Card 3 - Staff of Minor Healing (Item 1)

Staff of Minor Healing:

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.

To acquire I will use my Wisdom Skill
Acquire Staff of Minor Healing - Wisdom DC 7: 1d6 + 2 ⇒ (6) + 2 = 8 - Acquired

I am able to Recharge: Blessing of Gozreh to Explore: Woods Card 4 - Ogre (Monster B)

Ogre:

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

For combat I use my Ranged Skill (1d10+6) and Reveal: Navigator Musket +1 (1d10+1) and Bury: Dragonbreath Shot (2d6 + Fire) Reveal: Archer's Bracers (+2)
Ogre - Combat DC 14: 2d10 + 2d6 + 8 ⇒ (1, 4) + (6, 3) + 8 = 22 - Success
Navigator Musket +1 Misfire: 1d12 ⇒ 7 - Stays In my Hand

I will Recharge: Staff of Minor Healing and Heal 1 Card - Legionnaire Chaplain

I will end my turn and Examine: Woods Card 5 - Heavy Crossbow (Weapon B)
I will try to Recover Cards - I will Auto Fail Craft Check for Dragonbreath Shot
I will Reset hand to 7 - Draw 1 Card(s)

Harsk wrote:

Hand: Ophidian Armor, Gem of Physical Prowess, Deathbane Light Crossbow +1, Bombardier Bow, Masterwork Tools, Navigator Musket +1, Archer's Bracers,

Displayed:
Deck: 14 Discard: 0 Buried: 1

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): Blessing of Gozreh, Venomous Heavy Crossbow +2, Monkey, Blessing of Cayden Cailean, Returning Throwing Axe +1, Blessing of Milani (2), Blessing of Milani (1), Blessing of Angradd, Hatchetbird, Blessing of Abadar, Legionnaire Chaplain, Humanbane Crossbow +2
Recharged: Staff of Minor Healing,
Discard Pile:
Buried Pile: Dragonbreath Shot,

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 = Current Turn - 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 1-10 remain
Location #2: Shrine to Lamashtu 1-10 remain // 1=Blessing of Desna, 2=Hill Giant, 3=Harpy
Harsk - Location #3: Woods 5-10 remain // 5=Heavy Crossbow (Weapon B)
Location #4: Thassilonian Library 2-10 remain
Location #5: Nettlemaze 6-10 remain
Reiko, Meliski, Seelah - Location #6: Desecrated Vault 3-10 remain


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

Out of Turn Updates: Blessing of Tsukiyo discarded of Reiko's turn
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 7: Card 6: Blessing of the Gods

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.

I examine the top card of my location deck: Desecrated Vault Card 3 - Wand of Scorching Ray.
It is a boon: I put it on the bottom of the deck, and I add 1d6 to my next check this turn.

Give Card: None
Move: Stay at Desecrated Vault

Explore: Desecrated Vault Card 4 - Blessing of the Gods (automatically acquired)

I discard Blessing of the Gods to explore Card 5 - Speed (Spell 1)
Divine 6: 1d8 + 3 + 1d6 ⇒ (7) + 3 + (1) = 11 Acquired!

I discard Hatchet Bird to move to Nettle Maze and encounter card 6 - Grazuul

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.

Combat Breakdown:
Combat 16
Strength Melee 1d10+6
Mokmurian’s Club 1d10+2
Hatchet Bird Beak Attack! 1d6

Combat 16: 1d10 + 6 + 1d10 + 2 + 1d6 ⇒ (4) + 6 + (8) + 2 + (5) = 25 The troll is driven off, but not defeated. Grazuul is shuffled into Nettlemaze.

I reset my hand (1 card) and end my turn.

Seelah wrote:

Hand: Demonbane Longsword +2, zSpeed, Helm of the Valkyrie, Fortified Breastplate, Blessing of Angradd, Mokmurian's Club, Impaler of Thorns,

Displayed:
Deck: 12 Discard: 4 Buried: 0
Hero Points:
NOTES:
Available Support: Feel free to use Speed (adds 3 to Dex checks for your entire turn).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Lord in Iron, Pillaging Mace, Fanged Falchion, Scribe, Legionnaire Chaplain, Kabuto Helmet, Four-Mirror Armor, Dwarven Earthbreaker +1, Mass Cure, Grappler's Mask
Recharged: Knight's Pennon, Blessing of the Samurai,
Discard Pile: Warhorse, Blessing of Tsukiyo, zBlessing of the Gods, Hatchet Bird,
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 = Current Turn - 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 1-10 remain
Location #2: Shrine to Lamashtu 1-10 remain // 1=Blessing of Desna, 2=Hill Giant, 3=Harpy
Harsk - Location #3: Woods 5-10 remain // 5=Heavy Crossbow (Weapon B)
Location #4: Thassilonian Library 2-10 remain
Seelah - Location #5: Nettlemaze 6-10, shuffled remain // 6=Grazuul
Reiko, Meliski - Location #6: Desecrated Vault 6-10, 3 remain // 3=Wand of Scorching Ray

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 - Hourglass Card 7 Meliski/Zalarian Blessing of Torag
SOT:
Will examine top card of local character (Reiko - Defending Sansetsukon +1 ); then you may exchange it for a card in my hand (pass).

Give Card: None
Move: Desecrated Vault -> Nettlemaze
Location Powers: You may attempt a Wisdom or Perception 9 check to evade a monster.

Random Nettlemaze card: 1d5 + 5 ⇒ (5) + 5 = 10 Nettlemaze Card 10: Greatclub +3

Strength Check DC 13: 1d8 + 2 ⇒ (4) + 2 = 6 No Success

spoiler:
Nettlemaze Card 10:
Greatclub +3
RotR
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Will discard a2Cleric of Nethys to examine and rearrange top 2 cards of location and explore
Random Nettlemaze card: 1d4 + 5 ⇒ (2) + 5 = 7 Nettlemaze Card 7: Warrior of Wrath
Random Nettlemaze card: 1d3 + 5 ⇒ (2) + 5 = 7 Nettlemaze Card 8: Ogrekin

Will put Nettlemaze Card 7: Warrior of Wrath onto top of location deck to explore first
Will put Nettlemaze Card 8: Ogrekin below top card of location deck

Explore: Nettlemaze Card 7: Warrior of Wrath

Will use FireSnake, tome, headband, and Seelah's +2
Arcane Check DC 12: 1d10 + 4 + 1d4 + 1 + 2 ⇒ (2) + 4 + (4) + 1 + 2 = 13 Success
Seelah needs to make check or take 1 fire and discard top card of deck due to location; I assume she will discard either speed or spear

Will use disintegrate revealing tome and headband
Arcane Check DC 20: 1d10 + 4d6 + 4 + 1d4 + 1 ⇒ (7) + (6, 4, 4, 4) + 4 + (2) + 1 = 32 Success

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.

Will attempt to close encountering and defeating a random monster - Troll..hmm...this is unfortunate..unable to find a way to add fire or acid to defeat. Will have Reiko use Materialize and either evade or not

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.

Will use bat to examine ogrekin and heal 1 card

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.
Disintegrate: Arcane 16: 1d10 + 4 + 1d4 + 1 ⇒ (10) + 4 + (2) + 1 = 17 -> Disintegrate recharged .
Not using items for fire snake recharge
s4Fire Snake: Arcane 8: 1d10 + 4 ⇒ (7) + 4 = 11 -> s4Fire Snake recharged .

Meliski resets his hand.

"

Meliski wrote:

Hand: Binder's Tome, Headband of Alluring Charisma, BoMilani, Bolstering Armor, 1 BoAbadar, Samisen of Oracular Vision, BoSivanah,

Displayed:
Deck: 14 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, b1Blessing of Nethys, 2 BoAbadar, al2Cleric of Nethys, i2Wand of Flying, Old Salt, s3Life Drain#Core, s1Cure#Core, Wayfarer, s5Fly, s2Cloudburst, s6Scrying
Recharged: Disintegrate, s4Fire Snake,
Discard Pile: BoThoth,
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 = Current Turn - 1
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 1-10 remain
Location #2: Shrine to Lamashtu 1-10 remain // 1=Blessing of Desna, 2=Hill Giant, 3=Harpy
Harsk - Location #3: Woods 5-10 remain // 5=Heavy Crossbow (Weapon B)
Location #4: Thassilonian Library 2-10 remain
Seelah, Meliski - Location #5: Nettlemaze 8, (random 6,9,10) remain // 6=Grazuul, 8=ogrekin
Reiko - Location #6: Desecrated Vault 6-10, 3 remain // 3=Wand of Scorching Ray


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

Out of Turn Singe-ing

Seelah auto-fails the Dexterity check against the Warrior of Wrath; I discard Demonbane Longsword +2 and the top card of my deck (Legionnaire Chaplain).


Human Saboteur Ninja, Tier 6, Deck Handler

Cast Materialize to take Mel's Troll encounter. Evade. Discard at end of turn.

Start turn 9, hour is Card 8: Torag. Give Sacred Candle to Meliski. Move back to Desecrated Vault. Explore card 6: Boots of Elvenkind.
Acro 5: 1d10 + 6 ⇒ (4) + 6 = 10 Acquired. Banish to heal 1: Master Cartman

Discard Wayfarer to explore card 7: Shining Child. Wayfarer adds 2d6. Reveal Chicken Saber.
Combat 20: 2d6 + 1d10 + 6 + 1d8 + 1 ⇒ (2, 5) + (5) + 6 + (7) + 1 = 26 Defeated!

End turn. Reset hand, drawing 3.

Reiko wrote:

Hand: Embalming Fluid, Adamantine Sai +2, Shozoku of the Night Wind, Double Chicken Saber + 1, Defending Sansetsukon +1, Master Cartman, Forensic Physician,

Displayed:
Deck: 6 Discard: 5 Buried: 1
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Cartman can be used to pass an acquired card to another character.

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

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 Iomedae
Give Card: None
Move: Stay at Woods
Explore: Woods Card 5 - Heavy Crossbow (Weapon B)

Heavy Crossbow:

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.

I will Auto Acquire Heavy Crossbow

I will end my turn and Examine: Shining Child (Monster 5)
I will try to Recover Cards - None
I will Reset hand to 7 - Discard 1 Card(s) - Heavy Crossbow

Harsk wrote:

Hand: Ophidian Armor, Gem of Physical Prowess, Deathbane Light Crossbow +1, Bombardier Bow, Masterwork Tools, Navigator Musket +1, Archer's Bracers,

Displayed:
Deck: 14 Discard: 1 Buried: 1

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): Blessing of Milani (1), Legionnaire Chaplain, Blessing of Abadar, Hatchetbird, Monkey, Humanbane Crossbow +2, Blessing of Cayden Cailean, Blessing of Gozreh, Returning Throwing Axe +1, Blessing of Milani (2), Blessing of Angradd, Venomous Heavy Crossbow +2
Recharged: Staff of Minor Healing,
Discard Pile: Heavy Crossbow,
Buried Pile: Dragonbreath Shot,

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 = Current Turn - 1
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 1-10 remain
Location #2: Shrine to Lamashtu 1-10 remain // 1=Blessing of Desna, 2=Hill Giant, 3=Harpy
Harsk - Location #3: Woods 6-10 remain // 6=Shining Child (Monster 5)
Location #4: Thassilonian Library 2-10 remain
Seelah, Meliski - Location #5: Nettlemaze 8, (random 6,9,10) remain // 6=Grazuul, 8=ogrekin
Reiko - Location #6: Desecrated Vault 8-10, 3 remain // 3=Wand of Scorching Ray


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

Out of Turn Updates: none
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 11: Card 10: Blessing of Torag

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. Top card of Meliski's deck: Wand of Flying. I'll take it and give Impaler of Thorns to Meliski.

Give Card: none
Move: Nettlemaze -> Woods

Explore: Woods Card 6 - Shining Child (Monster 5)

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.

Combat Breakdown:
Combat 20
Strength Melee 1d10+6
Mokmurian’s Club 1d10+2

Combat 16: 1d10 + 6 + 1d10 + 2 ⇒ (5) + 6 + (7) + 2 = 20 Victory! Per Mokmurian’s Club, I recharge a random card from discard: Demonbane Longsword +2.

I bury Meliski's Wand of Flying to examine the top card of 2 locations, then move myself to Shrine to Lamashtu.
Thassilonian Library Card 2: Lizard (Ally 4)
Woods Card 7: Troll (Monster 4)

I end my turn and reset my hand (2 cards).

Seelah wrote:

Hand: Pillaging Mace, zSpeed, Helm of the Valkyrie, Fortified Breastplate, Grappler's Mask, Blessing of Angradd, Mokmurian's Club,

Displayed:
Deck: 10 Discard: 5 Buried: 1
Hero Points:
NOTES:
Available Support: Feel free to use Speed (adds 3 to Dex checks for your entire turn).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Four-Mirror Armor, Mass Cure, Blessing of the Lord in Iron, Dwarven Earthbreaker +1, Fanged Falchion, Kabuto Helmet, Scribe
Recharged: Knight's Pennon, Blessing of the Samurai, Demonbane Longsword +2,
Discard Pile: Warhorse, Blessing of Tsukiyo, zBlessing of the Gods, Hatchet Bird, Legionnaire Chaplain,
Buried Pile: Meliski's Wand of Flying,

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 = Current Turn - 1
Notes for Meliski: added Impaler to hand, set Wand aside
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 1-10 remain
Seelah - Location #2: Shrine to Lamashtu 1-10 remain // 1=Blessing of Desna, 2=Hill Giant, 3=Harpy
Harsk - Location #3: Woods 7-10 remain // 7=Troll (Monster 4)
Location #4: Thassilonian Library 2-10 remain // 2=Lizard (Ally 4)
Meliski - Location #5: Nettlemaze 8, (random 6,9,10) remain // 6=Grazuul, 8=ogrekin
Reiko - Location #6: Desecrated Vault 8-10, 3 remain // 3=Wand of Scorching Ray

Liberty's Edge

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

Out of Turn Updates: Swapped top card of wand of fly for spear by Seelah.

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 12 - Hourglass Card 11 Meliski/Zalarian
Blessing of Erastil

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

Give Card: None
Move: Nettlemaze -> Desecrated Vault
Location Powers: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.

Will use power to explore Bottom Card - Desecrated Vault Card 3: Wand of Scorching Ray
Meliski reveals headband of alluring charisma to add 1 to check
Arcane Check DC 8 with Tome: 1d10 + 4 + 1 + 1d4 ⇒ (2) + 4 + 1 + (3) = 10 Success

spoiler:
Desecrated Vault Card 3:
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.

After exploring bottom card, will choose not to shuffle deck

Will recharge Samisen to examine 3 cards:
Festering Maze of Sloth Card 1: Invasion Plans
Festering Maze of Sloth Card 2: Mercenary
Festering Maze of Sloth Card 3: Swipe

Will discard blessing of Abadar to explore
Explore: Desecrated Vault Card 8: Explosive Runes
Meliski reveals headband of alluring charisma to add 1 to check and tome
Arcane Check DC 8+5=13: 1d10 + 4 + 1 + 1d4 ⇒ (9) + 4 + 1 + (2) = 16 Success

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.

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 recharging bolstering armor.

"

Meliski wrote:

Hand: Wand of Scorching Ray, Binder's Tome, Headband of Alluring Charisma, BoMilani, BoSivanah, Impaler of Thorns, Vampire Bat,

Displayed:
Deck: 14 Discard: 2 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): Wayfarer, 2 BoAbadar, al2Cleric of Nethys, s1Cure#Core, Old Salt, s3Life Drain#Core, s2Cloudburst, Bolstering Armor, s5Fly, b1Blessing of Nethys, s6Scrying
Recharged: Disintegrate, s4Fire Snake, Samisen of Oracular Vision,
Discard Pile: BoThoth, 1 BoAbadar,
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.

"

Liberty's Edge

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

at Reiko's SOT, will use vampire bat to examine top card of vault - Desecrated Vault Card 9: Warrior of Wrath and heal 1 card (Abadar)

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 1-10 remain // 1=Invasion Plans,2=Mercenary,3=Swipe
Seelah - Location #2: Shrine to Lamashtu 1-10 remain // 1=Blessing of Desna, 2=Hill Giant, 3=Harpy
Harsk - Location #3: Woods 7-10 remain // 7=Troll (Monster 4)
Location #4: Thassilonian Library 2-10 remain // 2=Lizard (Ally 4)
Location #5: Nettlemaze 8, (random 6,9,10) remain // 6=Grazuul, 8=ogrekin
Reiko, Meliski - Location #6: Desecrated Vault 9-10 remain // 9=Warrior of Wrath(Henchman)


Human Saboteur Ninja, Tier 6, Deck Handler

Start turn. Hour is card 12: Blessing of the Gods

Meliski mentioned something about some plans, so Reiko decided to creep up and find out.

Explore card 1: Invasion Plans. Reveal Fluid for poison power.
Wis 13: 1d6 + 1d8 + 1 ⇒ (6) + (8) + 1 = 15 Defeated
Examine next 3 cards, 2 of which are known, 2=Mercenary,3=Swipe. 4 = Blessing of the Gods. Put BotG on top.

She uses the plans to sneak up on a mercenary's tent

Reveal Physician to heal a card: Chain Vortex, then explore BotG. Auto Acquire

Discard BotG to explore Mercenary. Reveal adamantine sai, ignoring difficulty increase. Reveal Fluid for poison power.
Combat 10 + # = 15: 1d10 + 6 + 1d4 + 2 + 1d8 + 1 ⇒ (9) + 6 + (4) + 2 + (7) + 1 = 29 Auto-defeat

Reiko dispatches the foe with ease, then heads back towards the maze, remembering orge tracks near there.

Discard Cartman to move to Nettlemaze and explore top card: Ogrekin.
BYE: 1d4 ⇒ 3 May not be evaded.
Reveal and discard sansetsukon, reveal fluid for poison power.
Combat 13: 1d10 + 6 + 1d6 + 1 + 1d6 + 1d8 + 1 ⇒ (9) + 6 + (5) + 1 + (4) + (1) + 1 = 27

The tracks are easy enough to follow, and Reiko's sansetsukon dances like the wind, as the ogre falls like a creature half its size.

End turn. Reset hand, drawing 3

Reiko wrote:

Hand: Embalming Fluid, Adamantine Sai +2, Shozoku of the Night Wind, Double Chicken Saber + 1, Boots of Alacrity, Wayfinder, Venomous Dagger +2,

Displayed:
Deck: 4 Discard: 8 Buried: 1
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Cartman can be used to pass an acquired card to another character.

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

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Meliski: Given Sacred Candle by Reiko
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
Location #1: Festering Maze of Sloth 3, 5-10 remain // 3=Swipe
Seelah - Location #2: Shrine to Lamashtu 1-10 remain // 1=Blessing of Desna, 2=Hill Giant, 3=Harpy
Harsk - Location #3: Woods 7-10 remain // 7=Troll (Monster 4)
Location #4: Thassilonian Library 2-10 remain // 2=Lizard (Ally 4)
Reiko - Location #5: Nettlemaze (random 6,9,10) remain // 6=Grazuul
Meliski - Location #6: Desecrated Vault 9-10 remain // 9=Warrior of Wrath(Henchman)

Liberty's Edge

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

Reiko passed Candle over and moved away. Since nobody else at Nettlemaze need to hold onto candle which means my hand must be adjusted; removing BoMilani from hand and replacing with candle.

"

Meliski wrote:

Hand: Wand of Scorching Ray, Binder's Tome, Headband of Alluring Charisma, Reiko's Candle, BoSivanah, Impaler of Thorns,

Displayed:
Deck: 17 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): al2Cleric of Nethys, s4Fire Snake, 1 BoAbadar, 2 BoAbadar, Disintegrate, s3Life Drain#Core, Wayfarer, Bolstering Armor, s1Cure#Core, Old Salt, BoMilani, s5Fly, Vampire Bat, s2Cloudburst, Samisen of Oracular Vision, s6Scrying, b1Blessing of Nethys
Recharged:
Discard Pile: BoThoth,
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

Out of Turn Updates: None
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 13 - Hour is: Blessing of Erastil
Give Card: None
Move: Stay at Woods
Explore: Woods Card 7 - Troll

Troll:

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.

For Combat I will use my Ranged skill (1d10+6) and Reveal: Navigator Musket +1 (1d10+1)I will Bury: Navigator Musket +1 (3d6+Poison) and Reveal: Archer's Bracers (+2)
Troll - Combat DC 18: 2d10 + 3d6 + 9 ⇒ (3, 9) + (2, 5, 2) + 9 = 30 - Success, but Troll is undefeated, but is banished because of location effect

I will end my turn and Examine: Woods Card 8 - Warrior of Wrath (Henchman 5)
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 1 Card(s)

Harsk wrote:

Hand: Ophidian Armor, Gem of Physical Prowess, Deathbane Light Crossbow +1, Bombardier Bow, Masterwork Tools, Blessing of Milani (1), Archer's Bracers,

Displayed:
Deck: 13 Discard: 1 Buried: 2

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): Blessing of Cayden Cailean, Blessing of Gozreh, Blessing of Abadar, Humanbane Crossbow +2, Blessing of Milani (2), Returning Throwing Axe +1, Monkey, Blessing of Angradd, Legionnaire Chaplain, Venomous Heavy Crossbow +2, Hatchetbird
Recharged: Staff of Minor Healing,
Discard Pile: Heavy Crossbow,
Buried Pile: Dragonbreath Shot, Navigator Musket +1,

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 = Current Turn - 1
Notes for Meliski: Given Sacred Candle by Reiko
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 3, 5-10 remain // 3=Swipe
Seelah - Location #2: Shrine to Lamashtu 1-10 remain // 1=Blessing of Desna, 2=Hill Giant, 3=Harpy
Harsk - Location #3: Woods 8-10 remain // 8=Warrior of Wrath (Henchman 5)
Location #4: Thassilonian Library 2-10 remain // 2=Lizard (Ally 4)
Reiko - Location #5: Nettlemaze (random 6,9,10) remain // 6=Grazuul
Meliski - Location #6: Desecrated Vault 9-10 remain // 9=Warrior of Wrath(Henchman)


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

Out of Turn Updates: none
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 15: Card 14: Blessing of Desna

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. Seelah is alone at the Shrine.

I examine the top card of my location deck: Shrine to Lamashtu Card 1 - Blessing of Desna (Blessing B).
It is a boon: I put it on the bottom of the deck, and I add 1d6 to my next check this turn.

Give Card: none
Move: Stay at Shrine to Lamashtu

Explore: Shrine to Lamashtu Card 2 - Hill Giant (Monster 4)

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.

Combat Breakdown:
Combat 15
Strength Melee 1d10+6
Mokmurian’s Club 1d10+2
I found a boon! 1d6

Combat 16: 1d10 + 6 + 1d10 + 2 + 1d6 ⇒ (6) + 6 + (10) + 2 + (1) = 25 Victory! Per Mokmurian’s Club, I recharge a random card from discard: Blessing of the Gods.

I end my turn, burying Helm of the Valkyrie to move to Nettlemaze. I reset my hand (1 card).

Seelah wrote:

Hand: Pillaging Mace, zSpeed, Fortified Breastplate, Grappler's Mask, Blessing of Angradd, Mokmurian's Club, Dwarven Earthbreaker +1,

Displayed:
Deck: 10 Discard: 4 Buried: 2
Hero Points:
NOTES:
Available Support: Feel free to use Speed (adds 3 to Dex checks for your entire turn).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Lord in Iron, Four-Mirror Armor, Mass Cure, Scribe, Fanged Falchion, Kabuto Helmet
Recharged: Knight's Pennon, Blessing of the Samurai, Demonbane Longsword +2, zBlessing of the Gods,
Discard Pile: Warhorse, Blessing of Tsukiyo, Hatchet Bird, Legionnaire Chaplain,
Buried Pile: Meliski's Wand of Flying, Helm of the Valkyrie,

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 = Current Turn - 1
Notes for Meliski: Given Sacred Candle by Reiko
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 3, 5-10 remain // 3=Swipe
Location #2: Shrine to Lamashtu 3-10, 1 remain // 1=Blessing of Desna, 3=Harpy
Harsk - Location #3: Woods 8-10 remain // 8=Warrior of Wrath (Henchman 5)
Location #4: Thassilonian Library 2-10 remain // 2=Lizard (Ally 4)
Reiko, Seelah - Location #5: Nettlemaze (random 6,9,10) remain // 6=Grazuul
Meliski - Location #6: Desecrated Vault 9-10 remain // 9=Warrior of Wrath (Henchman 5)

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:16 - Hourglass Card 15 Meliski/Zalarian Blessing of the Gods
SOT: None
May examine top card of local character; then you may exchange it for a card in my hand.

Give Card: None
Move: Desecrated Vault - Shrine of Lamashtu
Location Powers: None

Will use power to explore Bottom Card - Shrine to Lamashtu Card 1:
Blessing of Desna - take 2 mental damage discarding spear and Headband

Arcane Check DC 5: 1d10 + 4 ⇒ (7) + 4 = 11 Auto Success

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.

After exploring bottom card, will choose to shuffle deck

will discard blessing of Desna to explore
Random Shrine of Lamashtu card: 1d8 + 2 ⇒ (8) + 2 = 10 Shrine to Lamashtu Card 10: Large Chest

Disable Check DC 9+5=14: 1d6 + 2 ⇒ (5) + 2 = 7 No Success

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.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.

Meliski resets his hand.

"

Meliski wrote:

Hand: Binder's Tome, BoSivanah, Wand of Scorching Ray, Reiko's Candle, s6Scrying, al2Cleric of Nethys, s3Life Drain#Core,

Displayed:
Deck: 14 Discard: 4 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): s2Cloudburst, Wayfarer, 2 BoAbadar, Disintegrate, s4Fire Snake, 1 BoAbadar, s1Cure#Core, b1Blessing of Nethys, s5Fly, Old Salt, Vampire Bat, BoMilani, Bolstering Armor, Samisen of Oracular Vision
Recharged:
Discard Pile: BoThoth, Impaler of Thorns, Headband of Alluring Charisma, Blessing of Desna,
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 = Current Turn - 1
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 3, 5-10 remain // 3=Swipe
Meliski - Location #2: Shrine to Lamashtu (Random 3-9) remain // 3=Harpy
Harsk - Location #3: Woods 8-10 remain // 8=Warrior of Wrath (Henchman 5)
Location #4: Thassilonian Library 2-10 remain // 2=Lizard (Ally 4)
Reiko, Seelah - Location #5: Nettlemaze (random 6,9,10) remain // 6=Grazuul
Location #6: Desecrated Vault 9-10 remain // 9=Warrior of Wrath (Henchman 5)


Human Saboteur Ninja, Tier 6, Deck Handler

Start of turn, hour is card 16: Blessing of Norgorber. (Per chat) Seelah heals Reiko for 2: Master Cartman, Defending Sansetsukon +1.

Explore (random 6,9,10): 1d3 ⇒ 3 10: Greatclub +3. Auto-fail with d6 str.

Recharge Wayfinder to move to Desecrated Vault and examine top 2: Warrior of Wrath and Deathweb. Discard boots to explore top card: Warrior of Wrath. Reveal Fluid for BYA
BYA Acro 12: 1d10 + 5 + 1d8 + 1 ⇒ (1) + 5 + (7) + 1 = 14 Success
For combat, reveal and recharge dagger, reveal fluid for poison power.
Combat 20: 1d10 + 6 + 1d4 + 2 + 1d12 + 1d8 + 1 ⇒ (6) + 6 + (4) + 2 + (4) + (2) + 1 = 25 Defeated!

Attempt to close. Reveal fluid for poison power.
Wis 6: 1d6 + 1d8 + 1 ⇒ (5) + (2) + 1 = 8 Closed!
On closing, recharge boots from discard.

Reiko slips silently from location to location. She easily dispatches a warrior guard and is able to close off access to the desecrated vault.

End turn, reset hand, drawing 3

Reiko wrote:

Hand: Embalming Fluid, Adamantine Sai +2, Shozoku of the Night Wind, Double Chicken Saber + 1,

Displayed:
Deck: 9 Discard: 6 Buried: 1
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Cartman can be used to pass an acquired card to another character.

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

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
Location #1: Festering Maze of Sloth 3, 5-10 remain // 3=Swipe
Meliski - Location #2: Shrine to Lamashtu (Random 3-9) remain // 3=Harpy
Harsk - Location #3: Woods 8-10 remain // 8=Warrior of Wrath (Henchman 5)
Location #4: Thassilonian Library 2-10 remain // 2=Lizard (Ally 4)
Seelah - Location #5: Nettlemaze (random 6,9) remain // 6=Grazuul
Reiko - Location #6: Desecrated Vault CLOSED

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: # 17 - Hour is: Blessing of Gorum
Give Card: None
Move: Stay at Woods
Explore: Woods Card 8 - Warrior of Wrath (Henchman 5)

Warrior of Wrath:

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.

For BtE Check I will use my Dexterity skill (1d10 + 3) and Reveal: Ophidian Armor (+2)
BtE Check - Dexterity DC 12: 1d10 + 5 ⇒ (7) + 5 = 12 - Success

For Combat I will use my Ranged Skill (1d10+6) and Reaveal: Bombardier Bow (1d8+1) and use the Bombardier Bow power to Recharge: Bombardier Bow and Deathbane Light Crossbow +1 (2d4) then Reveal:Archer's Bracers (+2)
Warrior of Wrath - Combat DC 20: 1d10 + 1d8 + 2d4 + 9 ⇒ (5) + (2) + (2, 3) + 9 = 21 - Success

I will attempt to Close: Woods
When Closing: Succeed at a Wisdom or Survival 6 check.
For Check to close I will Recharge: Gem of Physical Prowess and use Dexterity die for check (1d10+3)
Close Woods Location - Survival DC 6: 1d10 + 3 ⇒ (7) + 3 = 10 - Success

Woods Location is Closed

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

Harsk wrote:

Hand: Ophidian Armor, Returning Throwing Axe +1, Blessing of Angradd, Venomous Heavy Crossbow +2, Masterwork Tools, Blessing of Milani (1), Archer's Bracers,

Displayed:
Deck: 13 Discard: 1 Buried: 2

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Legionnaire Chaplain, Hatchetbird, Monkey, Blessing of Gozreh, Blessing of Abadar, Blessing of Cayden Cailean, Blessing of Milani (2), Humanbane Crossbow +2
Recharged: Staff of Minor Healing, Bombardier Bow, Deathbane Light Crossbow +1, Gem of Physical Prowess,
Discard Pile: Heavy Crossbow,
Buried Pile: Dragonbreath Shot, Navigator Musket +1,

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 = Current Turn - 1
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 3, 5-10 remain // 3=Swipe
Meliski - Location #2: Shrine to Lamashtu (Random 3-9) remain // 3=Harpy
Harsk - Location #3: Woods CLOSED
Location #4: Thassilonian Library 2-10 remain // 2=Lizard (Ally 4)
Seelah - Location #5: Nettlemaze (random 6,9) remain // 6=Grazuul
Reiko - Location #6: Desecrated Vault CLOSED


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

Out of Turn Updates: Discarded Speed to heal Reiko
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 18: Card 18: Blessing of Norgorber

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. Seelah is alone at the Nettlemaze.

I examine the top card of my location deck: Nettlemaze Card 1d2 ⇒ 1 6 - Grazuul (Monster 4)

Give Card: none
Move: Nettlemaze -> Shrine to Lamashtu

Explore: Shrine to Lamashtu Card 1d7 + 2 ⇒ (7) + 2 = 9 - Warrior of Wrath

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.

Seelah automatically fails the BtE check and discards Pillaging Mace. Meliski has a +2 to his check (for what it's worth).

Combat Breakdown:
Combat 20
Strength Melee 1d10+6
Mokmurian’s Club 1d10+2
Meliski's Binder's Tome 1d4 Mental

Combat 20: 1d10 + 6 + 1d10 + 2 + 1d4 ⇒ (8) + 6 + (7) + 2 + (2) = 25 Victory! Per Mokmurian’s Club, I recharge a random card from discard: Warhorse.

Seelah checks to close Shrine to Lamashtu: Divine 6: 1d8 + 3 ⇒ (4) + 3 = 7
Shrine is closed!

I end my turn and reset my hand (2 cards).

Seelah wrote:

Hand: Dwarven Earthbreaker +1, Fortified Breastplate, Grappler's Mask, Blessing of Angradd, Mokmurian's Club, Kabuto Helmet, Fanged Falchion,

Displayed:
Deck: 9 Discard: 5 Buried: 2
Hero Points:
NOTES:
Available Support: Feel free to use Speed (adds 3 to Dex checks for your entire turn).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mass Cure, Blessing of the Lord in Iron, Scribe, Four-Mirror Armor
Recharged: Knight's Pennon, Blessing of the Samurai, Demonbane Longsword +2, zBlessing of the Gods, Warhorse,
Discard Pile: Blessing of Tsukiyo, Hatchet Bird, Legionnaire Chaplain, zSpeed, Pillaging Mace,
Buried Pile: Meliski's Wand of Flying, Helm of the Valkyrie,

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 = Current Turn
Notes for Meliski: must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage (+2 to the check).
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 3, 5-10 remain // 3=Swipe
Meliski, Seelah - Location #2: Shrine to Lamashtu CLOSED
Harsk - Location #3: Woods CLOSED
Location #4: Thassilonian Library 2-10 remain // 2=Lizard (Ally 4)
Location #5: Nettlemaze 6, 9 remain // 6=Grazuul
Reiko - Location #6: Desecrated Vault CLOSED

Liberty's Edge

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

Out of Turn Updates: Unable to make Dex/acrobatics check on Seelah's turn so take 1 Fire damage discarding Blessing of Sivanah. Also since failed check against henchman, discard top card of deck (Blessing of Abadar 2). Seelah needs to discard top card as well (4 Mirror Armor)

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 20 - Hourglass Card 19 Meliski/Zalarian
Blessing of the Gods

SOT:
May examine top card of local character; then you may exchange it for a card in my hand. Will keep Seelah's ally reloaded (scribe)
Seelah will heal Melisk for 2 cards

Give Card: Give Reiko's candle to Seelah
Move: Shrine of Lamashtu -> Thassilonian Library
Location Powers: If you acquire a spell, reset your hand and end your turn.
Explore: Thassilonian Library Card 2: Lizard
Arcane Check DC 8 with Tome: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (2) = 12 Success

Lizard:

RotR
Ally 4
Traits:
Animal
Arcane
To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to succeed at your Stealth or Survival check.
Discard this card to explore your location.

Will discard Lizard to explore
Explore: Thassilonian Library Card 3: Blessing of the Gods and auto-acquire it

Will discard Blessing of the gods to explore
Explore: Thassilonian Library Card 4: Mass Cure

Divine Check DC 12 with Tome: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (3) = 9 No Success

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.

Will discard Cleric of Nethys to examine and rearrange top 2 cards of location and explore
Will put Thassilonian Library Card 6: Warrior of Wrath onto top of location deck to explore first
Will put Thassilonian Library Card 5: Stone Giantbelow top card of location deck
Explore: Thassilonian Library Card 6: Warrior of Wrath

Will fail dex/acrobatics and take 1 fire damage discarding Wand of Scorching Ray as damage and top card of deck (Blessing of Sivanah)
Will reveal tome and have Harsk provide fire support and Seelah recharge Blessing of Angradd

Life Drain Spell Combat Check DC 20: 2d4 + 1d10 + 4 + 1d4 + 1d4 + 1 + 1d10 ⇒ (4, 2) + (4) + 4 + (1) + (1) + 1 + (10) = 27 Monster defeated
Random Card (Lizard) is shuffled into deck

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.

Will banish Scrying to close location

Thassilonian Library is closed

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.
Recharge Life Drain DC 9: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9 Spell is discarded

Meliski resets his hand.

"

Meliski wrote:

Hand: Binder's Tome, Samisen of Oracular Vision, Vampire Bat, s2Cloudburst, Bolstering Armor, Wayfarer, BoThoth,

Displayed:
Deck: 9 Discard: 9 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, s1Cure#Core, b1Blessing of Nethys, s4Fire Snake, s5Fly, 1 BoAbadar, Disintegrate, Lizard, BoMilani
Recharged:
Discard Pile: Impaler of Thorns, Headband of Alluring Charisma, Blessing of Desna, BotG, al2Cleric of Nethys, Wand of Scorching Ray, 2 BoAbadar, BoSivanah, s3Life Drain#Core,
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 = Current Turn
Notes for Harsk: fire support used for Meliski
Notes for Seelah: given Reiko's candle, discard card to heal Meliski, Blessing of Angradd recharged
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Location #1: Festering Maze of Sloth 3, 5-10 remain // 3=Swipe
Seelah - Location #2: Shrine to Lamashtu CLOSED
Harsk - Location #3: Woods CLOSED
Meliski - Location #4: Thassilonian Library CLOSED
Location #5: Nettlemaze 6, 9 remain // 6=Grazuul
Reiko - Location #6: Desecrated Vault CLOSED


Human Saboteur Ninja, Tier 6, Deck Handler

I never updated my hand correctly at the end of my last turn

Reiko wrote:

Hand: Embalming Fluid, Adamantine Sai +2, Shozoku of the Night Wind, Double Chicken Saber + 1, Venomous Fighting Fan +1, Bo Savored Sting, Master Cartman,

Displayed:
Deck: 6 Discard: 6 Buried: 1
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Cartman can be used to pass an acquired card to another character.

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

Start turn, hour is card 20: Desna. Display Master Cartman. Move to Festering Maze and explore. Top card is card 3: Swipe
Wis 6: 1d6 ⇒ 5
Discard BotSS to reroll, blessing twice.
Wis 6: 3d6 ⇒ (4, 6, 1) = 11 Acquired!
Display with Master Cartman

End turn. Reset hand, discarding fan and drawing 3.

Reiko wrote:

Hand: Embalming Fluid, Adamantine Sai +2, Shozoku of the Night Wind, Double Chicken Saber + 1, Chain Vortex, Defending Sansetsukon +1, Bo Urgathoa,

Displayed: Master Cartman, Swipe,
Deck: 3 Discard: 8 Buried: 1
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Cartman can be used to pass an acquired card to another character.

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

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 on Meliski's Turn
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 21 - Hour is: Blessing of Calistria
Give Card: None
Move: Woods -> Festering Maze of Sloth
Explore: Festering Maze of Sloth Card 5 - Elder Water Elemental (Monster 5)

Elder Water Elemental:

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.

For Combat I will use my Ranged Skill (1d10+6) and Reveal: Venomous Heavy Crossbow +2 (1d10+2) and Reveal: Archer's Bracers (+2)
Elder Water Elemental - Combat DC 18: 2d10 + 10 ⇒ (2, 4) + 10 = 16 - Fail, I will use my Paizo Item ReRoll 1 die
Elder Water Elemental (reroll) - Combat DC 18: 1d10 + 10 + 4 ⇒ (2) + 10 + 4 = 16 - Fail, I will use 1 Hero Point to ReRoll all dice
Elder Water Elemental (reroll - 2) - Combat DC 18: 2d10 + 10 ⇒ (1, 7) + 10 = 18 - Success

I will end my turn and Examine: Festering Maze of Sloth Card 6 - Augury (Spell B)
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 1 Card(s)

Harsk wrote:

Hand: Ophidian Armor, Hatchetbird, Blessing of Angradd, Venomous Heavy Crossbow +2, Masterwork Tools, Blessing of Milani (1), Archer's Bracers,

Displayed:
Deck: 13 Discard: 1 Buried: 2

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Milani (2), Blessing of Abadar, Blessing of Cayden Cailean, Humanbane Crossbow +2, Legionnaire Chaplain, Monkey, Blessing of Gozreh
Recharged: Staff of Minor Healing, Bombardier Bow, Deathbane Light Crossbow +1, Gem of Physical Prowess, Returning Throwing Axe +1,
Discard Pile: Heavy Crossbow,
Buried Pile: Dragonbreath Shot, Navigator Musket +1,

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 = Current Turn
Notes for Seelah: given Reiko's candle, discard card to heal Meliski, Blessing of Angradd recharged
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Reiko, Harsk - Location #1: Festering Maze of Sloth 6-10 remain // 6=Augury (Spell B)
Seelah - Location #2: Shrine to Lamashtu CLOSED
Location #3: Woods CLOSED
Meliski - Location #4: Thassilonian Library CLOSED
Location #5: Nettlemaze 6, 9 remain // 6=Grazuul
Location #6: Desecrated Vault CLOSED


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

Out of Turn Updates: Four-Mirror Armor discarded from top of deck after failing check against Henchman last turn;
Discard Kabuto Helmet to heal Meliski;
Recharged Blessing of Angradd on Meliski's turn.

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 22: Card 22: Blessing of the Gods

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. n/a

Give Card: None
Move: Shrine to Lamashtu -> Festering Maze of Sloth

Explore: Festering Maze of Sloth Card 6 - Augury (Spell B)
Divine 6: 1d8 + 3 ⇒ (8) + 3 = 11 Acquired!

I discard Augury, choose "Monster", then examine the top three cards of the location:
Card 7 Hag (Monster 3)
Card 8 Spyglass (Item B)
Card 9 Ameiko Kaijitsu (Ally 1)
Cards 8, 9, and 10 are shuffled; Card 7 (Hag) goes to the top OR bottom of the deck (Meliski's choice).

I end my turn and reset my hand (1 card).

Seelah wrote:

Hand: Dwarven Earthbreaker +1, Fortified Breastplate, Grappler's Mask, Sacred Candle (Reiko), Mokmurian's Club, Fanged Falchion, Scribe,

Displayed:
Deck: 8 Discard: 7 Buried: 2
Hero Points:
NOTES:
Available Support: Feel free to use Speed (adds 3 to Dex checks for your entire turn).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Lord in Iron, Mass Cure
Recharged: Knight's Pennon, Blessing of the Samurai, Demonbane Longsword +2, zBlessing of the Gods, Warhorse, Blessing of Angradd,
Discard Pile: Blessing of Tsukiyo, Hatchet Bird, Legionnaire Chaplain, zSpeed, Pillaging Mace, Four-Mirror Armor, Kabuto Helmet,
Buried Pile: Meliski's Wand of Flying, Helm of the Valkyrie,

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 = Current Turn
Notes for Meliski: must choose whether Hag goes to top or bottom of Maze of Sloth
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Reiko, Harsk, Seelah - Location #1: Festering Maze of Sloth 8-10 shuffled, 7 on top OR bottom (Meliski's choice) remain // 7=Hag (Monster 3), 8=Spyglass, 9=Ameiko Kaijitsu (Ally 1), 10=Henchman
Location #2: Shrine to Lamashtu CLOSED
Location #3: Woods CLOSED
Meliski - Location #4: Thassilonian Library CLOSED
Location #5: Nettlemaze 6, 9 remain // 6=Grazuul
Location #6: Desecrated Vault CLOSED

Liberty's Edge

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

Out of Turn Updates: Have Hag put on bottom of location

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 24 - Hourglass Card 23 Meliski/Zalarian Blessing of Norgorber
SOT: Will use mat to discard card(Vampire Bat) to draw card(Cure)
May examine top card of local character; then you may exchange it for a card in my hand.

Give Card: None
Move: Thassilonian Library -> Festering Maze of Sloth
Location Powers: You may play no more than 1 card per check, regardless of type.
Will recharge Samisen to examine top 3 cards of Festering Maze

Random Festering Maze of Sloth Card: 1d3 + 7 ⇒ (2) + 7 = 9 Festering Maze of Sloth Card 9: Ameiko Kaijitsu
Random Festering Maze of Sloth Card: 1d2 + 7 ⇒ (2) + 7 = 9 Festering Maze of Sloth Card 10: Warrior of Wrath
3rd card is Festering Maze of Sloth Card 8: Spyglass

Explore: Festering Maze of Sloth Card 9: Ameiko Kaijitsu

Diplomacy Check DC 7: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (4) = 10 Success

Ameiko Kaijitsu:

RotR
Ally 1
Traits:
Bard
Human
Rogue
To Acquire:
Charisma
Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.

Will discard Wayfarer to explore and add 2d6 to checks
Explore: Festering Maze of Sloth Card 10: Warrior of Wrath
Reiko, Harsk, and Seelah need to make Dex/Acrobatics 12 check or take 1 fire and fail a check against a henchman

If non-villain monster, will ignore BYA for self
Cloudburst Spell Combat Check DC 20: 3d6 + 1d10 + 4 + 2d6 ⇒ (3, 1, 1) + (5) + 4 + (4, 1) = 19 Not quite
Will recharge Binder's tome to reroll a die for a check
Cloudburst Spell Combat Check DC 20: 18 + 1d6 ⇒ 18 + (2) = 20 Monster defeated
After the encounter, I will stay to close

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.

Will attempt to close; wayfinder adds 2d6 and use blessing of thoth to add cold and a die
Constitution Check DC 12: 1d6 + 2d6 + 1d6 ⇒ (3) + (6, 2) + (1) = 12 Success

Festering Maze of Sloth is closed

Will cast cure either on Seelah or Reiko tbd on who so won't roll how much

Reminder of Scenario changes:
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.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.
Recharge Cloudburst spell DC 13: 1d10 + 4 ⇒ (9) + 4 = 13 Spell is recharged
Recharge Cure Spell DC 8: 1d10 + 4 ⇒ (5) + 4 = 9 Spell is recharged

Meliski resets his hand recharging bolstering armor.

"

Meliski wrote:

Hand: Ameiko Kaijitsu, Lizard, 1 BoAbadar, s4Fire Snake, Disintegrate, Old Salt, b1Blessing of Nethys,

Displayed:
Deck: 7 Discard: 12 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): s5Fly, BoMilani
Recharged: Samisen of Oracular Vision, Binder's Tome, s2Cloudburst, s1Cure#Core, Bolstering Armor,
Discard Pile: Impaler of Thorns, Headband of Alluring Charisma, Blessing of Desna, BotG, al2Cleric of Nethys, Wand of Scorching Ray, 2 BoAbadar, BoSivanah, s3Life Drain#Core, Vampire Bat, Wayfarer, BoThoth,
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 = Current Turn
Notes for Harsk: DC 12 dex check or 1 fire and lose top card
Notes for Seelah: DC 12 dex check or 1 fire and lose top card
Notes for Meliski: mat used, hp spent
Notes for Reiko: DC 12 acrobatics check or 1 fire and lose top card
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Reiko, Harsk, Seelah, Meliski - Location #1: Festering Maze of Sloth CLOSED
Location #2: Shrine to Lamashtu CLOSED
Location #3: Woods CLOSED
Location #4: Thassilonian Library CLOSED
Location #5: Nettlemaze 6, 9 remain // 6=Grazuul
Location #6: Desecrated Vault CLOSED

Liberty's Edge

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

Will ask Reiko to examine card of Meliski's deck (fly) and have her swap and give spell to Meliski to fly over to Nettlemaze and if desired can avenge to fight Grazuul.


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

Out of Turn Update
Seelah automatically fails the check against the henchman: discard Fanged Falchion from hand and Blessing of the Lord in Iron from deck.


Human Saboteur Ninja, Tier 6, Deck Handler

For Acro check, reveal fluid for poison power
Warrior BYA Acro 12: 1d10 + 6 + 1d8 + 1 ⇒ (8) + 6 + (4) + 1 = 19
Reiko is then cured by Mel
Heal: 1d4 + 1 ⇒ (2) + 1 = 3: Materialize and blessings of savored sting and abadar.

Start turn, hour is Calistria. Move to Nettlemaze, explore top card: Grazuul. Discard Sansetsukon, reveal poison power.
Combat 16: 1d10 + 6 + 1d6 + 1 + 1d6 + 1d8 + 1 ⇒ (10) + 6 + (6) + 1 + (2) + (3) + 1 = 29 Defeated, but undefeated because no fire or acid.

Discard Urgathoa to explore
random 6 or 9: 1d2 ⇒ 1 Grazuul again. Cast Chain Vortex. Reveal fluid for poison power.
Combat 16: 1d10 + 6 + 2d6 + 1d8 + 1 ⇒ (9) + 6 + (6, 3) + (3) + 1 = 28 Defeated, but undefeated because no fire or acid.

End turn. Discard Chain vortex during recovery. Reset hand, drawing 3.

Reiko wrote:

Hand: Embalming Fluid, Adamantine Sai +2, Shozoku of the Night Wind, Double Chicken Saber + 1, Wayfinder, Bo Abadar, Materialize,

Displayed: Master Cartman, Swipe,
Deck: 3 Discard: 8 Buried: 1
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Cartman can be used to pass an acquired card to another character.

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


Human Saboteur Ninja, Tier 6, Deck Handler

Status Link
Most Recent BR Refresh
Current Hour = Current Turn
Notes for Harsk: DC 12 dex check or 1 fire and lose top card
Notes for Meliski: mat used, hp spent
Random Card(s) Used: Monster 1
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
Harsk, Seelah, Meliski - Location #1: Festering Maze of Sloth CLOSED
Location #2: Shrine to Lamashtu CLOSED
Location #3: Woods CLOSED
Location #4: Thassilonian Library CLOSED
Reiko - Location #5: Nettlemaze 6, 9 remain // 6=Grazuul
Location #6: Desecrated Vault CLOSED

The Exchange

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.

(Note: Acquired card Ring of Protection was banished by Reiko)

Scenario Level (#): 5

Turn: 26, Harsk/TheGreatNateO

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:
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.

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:
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:
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.

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

Spoiler:
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.

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

Spoiler:
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.

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

Spoiler:
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.

Spells
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:
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.

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

Spoiler:
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:
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.

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

Spoiler:
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:
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:
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:
Bolstering Armor
RotR
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
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.

Spoiler:
Headband of Epic Intelligence
RotR
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence 7
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.

Spoiler:
Boots of Elvenkind
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

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

Allies
Spoiler:
Brodert Quink
RotR
Ally 2
Traits:
Human
Sage
To Acquire:
Charisma
Diplomacy
Intelligence
Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.

Spoiler:
Yap the Pixie
RotR
Ally 3
Traits:
Pixie
To Acquire:
Charisma
Diplomacy 2
Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
Discard this card to explore your location.

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

Blessings
Spoiler:
Blessing of 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.

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 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.

Current Hour:

Blessing of the Gods:
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.

Hours Remaining: 4

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown:
Spoiler:
Hourglass Card 1 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 2 Meliski/Zalarian:
Spoiler:
Hourglass Card 2 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 3 Reiko/eddiephlash:
Spoiler:
Hourglass Card 3 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 4 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 4 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
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Harsk/TheGreatNateO, None

Location #2: Shrine to Lamashtu
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,

Location #3: Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Thassilonian Library
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Zalarian, 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: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash,

Nettlemaze Card 1:
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.
Nettlemaze Card 2:
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.

Location #6: Desecrated Vault
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Grand Lodge

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

Out of Turn Updates: Meliski Henchman Check - I will use my Dexterity Skill (1d10+3) and Reveal: Ophidian Armor (+2)
Warrior of Wrath BYA - Dexterity DC 12: 1d10 + 5 ⇒ (10) + 5 = 15 - Success
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 26 - Hour is: Blessing of the Gods
Give Card: None
Move: Festering Maze of Sloth -> Nettlemaze

I will use my power and Examine: Nettlemaze Card 1 - Muck Graul (Monster 3)

Explore: I will not Explore

I will Discard: Hatchetbird and Move: Nettlemaze -> Woods

I will end my turn
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 1 Card(s)

Harsk wrote:

Hand: Ophidian Armor, Monkey, Blessing of Angradd, Venomous Heavy Crossbow +2, Masterwork Tools, Blessing of Milani (1), Archer's Bracers,

Displayed:
Deck: 12 Discard: 2 Buried: 2

NOTES:
Available Support: 4 Card(s) are available for Remote Combat support (1d4+1). Either Blessing is availbale
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Milani (2), Blessing of Gozreh, Legionnaire Chaplain, Humanbane Crossbow +2, Blessing of Cayden Cailean, Blessing of Abadar
Recharged: Staff of Minor Healing, Bombardier Bow, Deathbane Light Crossbow +1, Gem of Physical Prowess, Returning Throwing Axe +1,
Discard Pile: Heavy Crossbow, Hatchetbird,
Buried Pile: Dragonbreath Shot, Navigator Musket +1,

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 = Current Turn
Notes for Meliski: mat used, hp spent
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Seelah, Meliski - Location #1: Festering Maze of Sloth CLOSED
Location #2: Shrine to Lamashtu CLOSED
Harsk - Location #3: Woods CLOSED
Location #4: Thassilonian Library CLOSED
Reiko - Location #5: Nettlemaze 1-2 remain // 1=Muck Graul, 2=Grazuul
Location #6: Desecrated Vault CLOSED


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

Out of Turn Updates: none
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 27: Card 1: Blessing of Zarongel

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. Seelah is alone at the Shrine.

Give Card: none
Move: Shrine to Lamashtu -> Nettlemaze

I do not explore the location.

I end my turn, recharging Fortified Breastplate and discarding Grappler's Mask. I reset my hand (3 cards).

Seelah wrote:

Hand: Dwarven Earthbreaker +1, Mass Cure, Sacred Candle (Reiko), Knight's Pennon, Scribe, Blessing of the Samurai, Mokmurian's Club,

Displayed:
Deck: 5 Discard: 10 Buried: 2
Hero Points:
NOTES:
Available Support: Feel free to use Speed (adds 3 to Dex checks for your entire turn).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Demonbane Longsword +2, zBlessing of the Gods, Warhorse, Blessing of Angradd, Fortified Breastplate,
Discard Pile: Blessing of Tsukiyo, Hatchet Bird, Legionnaire Chaplain, zSpeed, Pillaging Mace, Four-Mirror Armor, Kabuto Helmet, Fanged Falchion, Blessing of the Lord in Iron, Grappler's Mask,
Buried Pile: Meliski's Wand of Flying, Helm of the Valkyrie,

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 = Current Turn - 26
Notes for Meliski: mat used, hp spent
Additional Info 1: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

Meliski - Location #1: Festering Maze of Sloth CLOSED
Location #2: Shrine to Lamashtu CLOSED
Harsk - Location #3: Woods CLOSED
Location #4: Thassilonian Library CLOSED
Seelah, Reiko - Location #5: Nettlemaze 1-2 remain // 1=Muck Graul, 2=Grazuul
Location #6: Desecrated Vault CLOSED

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: 28 - Hourglass Card 2 Meliski/Zalarian Blessing of the Gods
SOT: None
May examine top card of local character; then you may exchange it for a card in my hand.

Give Card: None
Move: Thassilonian Library -> Nettlemaze
Location Powers: You may attempt a Wisdom or Perception 9 check to evade a monster.

Will banish Ameiko Kaijitsu to draw wand of scorching ray to hand.
Seelah will bury candle to draw Blessing of the Gods to hand
Nettlemaze Card 1: Muck Graul
Will use wand along with blessing of angradd; fire adds another die; pennon adds 2; finally Harsk will recharge a card for fire support

Wand Fire Check DC 15: 4d6 + 2d6 + 1d6 + 2 + 1d4 + 1 ⇒ (6, 1, 3, 1) + (3, 2) + (1) + 2 + (4) + 1 = 24 Success

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.

Will discard lizard to explore again
Nettlemaze Card 2: Grazuul

Will use Disintegrate spell, Seelah's BotG, and Harsk Fire support and pennon for +2
Arcane Check DC 16: 1d10 + 4 + 4d6 + 1d10 + 1d4 + 1 + 2 ⇒ (4) + 4 + (1, 4, 4, 4) + (9) + (2) + 1 + 2 = 35 Success

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.

Attempt to close encountering random monster
Not casting spells so no need for check
Will recharge old salt to add 5, fire support again from harsk, freely use blessing of abadar to add a die while, Seelah discards blessing of samurai and pennon adds +2
Melee Combat Check DC 17: 1d8 + 2 + 1d6 + 5 + 1d4 + 1 + 1d8 + 1d8 + 2 ⇒ (7) + 2 + (4) + 5 + (3) + 1 + (4) + (3) + 2 = 31 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.

Nettlemaze is closed; Victory is ours!

The Exchange

2-5C The Putrid Gardens Summary

Despite the Sihedron of Sloth’s disorienting nature, a picture
is beginning to emerge. The place is filled not only with
loyal subjects of the Runelord of Sloth, but with fanatics equally
devoted to Lissala, the Sihedron Scion. At least, the cultists here
were devoted to those causes. And it seemed like they had some
sort of shudder-inducing plan for you.

In the back of the courtyard, you notice something strange.
It’s a small, tarnished golden idol of a creature with a snakelike
lower body, six wings, and a sihedron head: Lissala. Surely,
touching this shrine will teleport you somewhere useful, if this
place is to be predicted, right?

Reward:

For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Emerald Codex. At the end of each scenario, return the loot to the game box.

Obtained Cards:

Lizard (Ally 4)
Ameiko Kaijitsu (Ally 1)
Blessing of Desna (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Staff of Minor Healing (Item 1)
Wand of Scorching Ray (Item 3)
Swipe (Spell 3)
Speed (Spell 1)
Augury (Spell B)
Disintegrate (Spell 5)
Heavy Crossbow (Weapon B)

The Exchange

2-5D: The Moldering Dregs

Just when you thought you were starting to understand
the Sihedron of Sloth, you made an assumption that
turned out dead wrong. The statue of Lissala in the Putrid
Gardens indeed teleported you, but not to any stronghold in
the mansion. Instead, it dropped you smack in the middle
of claustrophobic, mazelike corridors with moldy walls that
stretch as high as you can see.

Did the statue know that you’re an intruder, and ship you
somewhere in the mansion’s depths to scurry around, like a
lost dire rat, until you perish from neglect? You’ve heard that
teleportation magic is sometimes imperfect, and that certain
mishaps can transport travelers to places they never intended
to tread. Perhaps that was the case here?

At any rate, you feel compelled to meander through the maze,
looking for some hint. As you wander, though, an inescapable
feeling of malaise washes over you. Your limbs leaden, your
eyelids droop, and you struggle just to draw breath. Feeling
like your very blood has turned to sludge, you lean into the
corridor’s wall, fighting to stay awake.

A gust of wind against your face and a chorus of melodious
yet ominous chuckles pique your attention. Seemingly from
nowhere, several bat-winged women swoop down and land
on lithe feet in front of you. Pupil-less black eyes veritably
shining with glee, the tallest among them beckons with talonlike
hands.

“For so long have we patrolled these halls alone,” she sneers.
“How kind of our priestesses to have sent us some friends!”
The predator-like way the creatures advance seems anything
but friendly, and it’s clear that these women are some sort of
foul demons.

You’re torn between an irrepressible urge to lie down and
sleep and the terrifying realization that, if you don’t fight, the
demons will rip you to shreds!

The Exchange

During This Adventure:

During This Scenario: When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario.

To win the scenario, close all locations.

Additional Rules:

Alu-Demon Sister:

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

Scenario Level (#): 5

Turn: 0, Harsk/TheGreatNateO

Random Cards:

Monsters
Spoiler:
Sneak
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

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

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

Spoiler:
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.

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.

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

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

Spoiler:
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:
Bastard Sword +1
RotR
Weapon 1
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Greataxe
RotR
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Dogslicer +1
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Spoiler:
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.

Spells
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:
Mirror Image
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
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:
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:
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:
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:
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:
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.

Items
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:
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.

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:
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.

Allies
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:
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:
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:
Aldern Foxglove
RotR
Ally 1
Traits:
Human
Noble
To Acquire:
Charisma
Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

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

Blessings
Spoiler:
Blessing of 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 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 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 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 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.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown:
Spoiler:
Hourglass Card 1 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 2 Meliski/Zalarian:
Spoiler:
Hourglass Card 2 Meliski/Zalarian
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 3 Reiko/eddiephlash:
Spoiler:
Hourglass Card 3 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 4 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 4 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 5 Seelah/notshown:
Spoiler:
Hourglass Card 5 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 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 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 8 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 8 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 9 Seelah/notshown:
Spoiler:
Hourglass Card 9 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 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 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 12 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 12 Harsk/TheGreatNateO
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 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 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 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 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 16 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 17 Seelah/notshown:
Spoiler:
Hourglass Card 17 Seelah/notshown
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 18 Meliski/Zalarian:
Spoiler:
Hourglass Card 18 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 19 Reiko/eddiephlash:
Spoiler:
Hourglass Card 19 Reiko/eddiephlash
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 20 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 20 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 21 Seelah/notshown:
Spoiler:
Hourglass Card 21 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 22 Meliski/Zalarian:
Spoiler:
Hourglass Card 22 Meliski/Zalarian
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 Reiko/eddiephlash:
Spoiler:
Hourglass Card 23 Reiko/eddiephlash
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 24 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 24 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 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.
Hourglass Card 26 Meliski/Zalarian:
Spoiler:
Hourglass Card 26 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 27 Reiko/eddiephlash:
Spoiler:
Hourglass Card 27 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 28 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 28 Harsk/TheGreatNateO
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 29 Seelah/notshown:
Spoiler:
Hourglass Card 29 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 30 Meliski/Zalarian:
Spoiler:
Hourglass Card 30 Meliski/Zalarian
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.

Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: 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: 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 #4: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Prison
At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Liberty's Edge

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

Meliski - 2-5D: The Moldering Dregs

Loot
Will put wand of flying in box and put Emerald codex into deck

Starting Location Same Location as Seelah

Starting Hand - Choosing Item as favored card

"

Meliski wrote:

Hand: Old Salt, Emerald Codex, s6Scrying, 1 BoAbadar, Binder's Tome, s3Life Drain#Core, al2Cleric of Nethys,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 5
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Headband of Alluring Charisma, 2 BoAbadar, s1Cure#Core, BoSivanah, Samisen of Oracular Vision, s5Fly, b1Blessing of Nethys, BoMilani, s2Cloudburst, Wayfarer, BoThoth, s4Fire Snake, Vampire Bat, 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 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
Thassilonian Library (with Meliski)

Starting Hand
Favored Card: Weapon

Seelah wrote:

Hand: Mass Cure, Dwarven Earthbreaker +1, Blessing of Tsukiyo, Kabuto Helmet, Fanged Falchion, Fortified Breastplate, Warhorse -OR- Mighty Steed,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points:
NOTES:
Available Support: Feel free to use Speed (adds 3 to Dex checks for your entire turn).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Legionnaire Chaplain, Impaler of Thorns, Blessing of the Lord in Iron, Demonbane Longsword +2, Mokmurian's Club, Grappler's Mask, Scribe, Blessing of the Samurai, Hatchet Bird, Four-Mirror Armor, Knight's Pennon, Blessing of Angradd, Helm of the Valkyrie, Pillaging Mace
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 Courtyard. No replacements.

Reiko wrote:

Hand: Bo Pallid Princess, Venomous Fighting Fan +1, Embalming Fluid, Boots of Alacrity, Defending Sansetsukon +1, Master Cartman, Sacred Candle,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Cartman can be used to pass an acquired card to another character.

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

The Exchange

Leaving Harsk at the Prison for the time being. Pretty sure Reiko wants to be alone for now.

During This Adventure:

During This Scenario: When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario.

To win the scenario, close all locations.

Additional Rules:

Alu-Demon Sister:

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

Scenario Level (#): 5

Turn: 1, Seelah/notshown

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:
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.

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

Spoiler:
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:
Sneak
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

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

Spoiler:
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.

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:
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:
Longbow +1
RotR
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Spoiler:
Dogslicer +1
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

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

Spoiler:
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.

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

Spoiler:
Bolstering Armor
RotR
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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:
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.

Items
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.

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:
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:
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:
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.

Allies
Spoiler:
Ameiko Kaijitsu
RotR
Ally 1
Traits:
Bard
Human
Rogue
To Acquire:
Charisma
Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.

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.

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

Spoiler:
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:
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.

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 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.

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 the Gods:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Meliski/Zalarian:
Spoiler:
Hourglass Card 1 Meliski/Zalarian
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 2 Reiko/eddiephlash:
Spoiler:
Hourglass Card 2 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 3 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 3 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 4 Seelah/notshown:
Spoiler:
Hourglass Card 4 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 5 Meliski/Zalarian:
Spoiler:
Hourglass Card 5 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 6 Reiko/eddiephlash:
Spoiler:
Hourglass Card 6 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 7 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 7 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 8 Seelah/notshown:
Spoiler:
Hourglass Card 8 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 9 Meliski/Zalarian:
Spoiler:
Hourglass Card 9 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 10 Reiko/eddiephlash:
Spoiler:
Hourglass Card 10 Reiko/eddiephlash
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 11 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 11 Harsk/TheGreatNateO
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 12 Seelah/notshown:
Spoiler:
Hourglass Card 12 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 13 Meliski/Zalarian:
Spoiler:
Hourglass Card 13 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 14 Reiko/eddiephlash:
Spoiler:
Hourglass Card 14 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 15 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 15 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 16 Seelah/notshown:
Spoiler:
Hourglass Card 16 Seelah/notshown
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 17 Meliski/Zalarian:
Spoiler:
Hourglass Card 17 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 18 Reiko/eddiephlash:
Spoiler:
Hourglass Card 18 Reiko/eddiephlash
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 19 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 19 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 20 Seelah/notshown:
Spoiler:
Hourglass Card 20 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 21 Meliski/Zalarian:
Spoiler:
Hourglass Card 21 Meliski/Zalarian
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 Reiko/eddiephlash:
Spoiler:
Hourglass Card 22 Reiko/eddiephlash
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 23 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 23 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 24 Seelah/notshown:
Spoiler:
Hourglass Card 24 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 25 Meliski/Zalarian:
Spoiler:
Hourglass Card 25 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 26 Reiko/eddiephlash:
Spoiler:
Hourglass Card 26 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 27 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 27 Harsk/TheGreatNateO
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 28 Seelah/notshown:
Spoiler:
Hourglass Card 28 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 29 Meliski/Zalarian:
Spoiler:
Hourglass Card 29 Meliski/Zalarian
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.

Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, Harsk/TheGreatNateO, None

Courtyard Card 1:
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.
Courtyard Card 2:
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.
Courtyard Card 3:
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.
Courtyard Card 4:
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.
Courtyard Card 5:
Wand of Shield
RotR
Item 1
Traits:
Arcane
Magic
Wand
To Acquire:
Intelligence
Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Courtyard Card 6:
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.
Courtyard Card 7:
Longsword +2
RotR
Weapon 3
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Courtyard Card 8:
Alu-Demon Sister
RotR
Henchman 5
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
If defeated, you may immediately attempt to close this location.
Courtyard Card 9:
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.
Courtyard Card 10:
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.

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:
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.
Festering Maze of Sloth Card 2:
Alu-Demon Sister
RotR
Henchman 5
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
If defeated, you may immediately attempt to close this location.
Festering Maze of Sloth Card 3:
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.
Festering Maze of Sloth Card 4:
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.
Festering Maze of Sloth Card 5:
Deathweb
RotR
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.
Festering Maze of Sloth Card 6:
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.
Festering Maze of Sloth Card 7:
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 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.
Festering Maze of Sloth Card 9:
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.
Festering Maze of Sloth Card 10:
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.

Location #3: 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: Seelah/notshown, Meliski/Zalarian, None
Thassilonian Library Card 1:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Thassilonian Library Card 2:
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.
Thassilonian Library Card 3:
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 Library Card 4:
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.
Thassilonian Library Card 5:
Scorching Ray
RotR
Spell 1
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
IntelligenceArcane 6
For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

Thassilonian Library Card 6:
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.
Thassilonian Library Card 7:
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.
Thassilonian Library Card 8:
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.
Thassilonian Library Card 9:
Alu-Demon Sister
RotR
Henchman 5
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
If defeated, you may immediately attempt to close this location.
Thassilonian Library Card 10:
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.

Location #4: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Academy Card 1:
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.
Academy Card 2:
Mammoth
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
Academy Card 3:
Alu-Demon Sister
RotR
Henchman 5
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
If defeated, you may immediately attempt to close this location.
Academy Card 4:
Speed
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Academy Card 5:
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.
Academy Card 6:
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.
Academy Card 7:
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.
Academy Card 8:
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.
Academy Card 9:
Scorching Ray
RotR
Spell 1
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
IntelligenceArcane 6
For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

Academy Card 10:
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.

Location #5: Prison
At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Prison Card 1:
Cryptic Message
RotR
Barrier 3
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If defeated, you may examine the top 2 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
Prison Card 2:
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.
Prison Card 3:
Alu-Demon Sister
RotR
Henchman 5
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
If defeated, you may immediately attempt to close this location.
Prison Card 4:
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.
Prison Card 5:
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.
Prison Card 6:
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.
Prison Card 7:
Ogrekin
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
Prison Card 8:
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.
Prison Card 9:
Cat
RotR
Ally 3
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 8
Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.
Prison Card 10:
Arrow Catching Studded Leather
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

The Exchange

Divine Spells for Emerald Codex:

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:

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.

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.

(accidentally randomed a Teleport into the acquired box, shouldn't affect much though)

Grand Lodge

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

Harsk- 2-4E: A Shadow of Wrath

Starting Location -
Location #1: Courtyard

Loot
None

Starting Hand - Favored Card - Weapon

Harsk wrote:

Hand: Ophidian Armor, Masterwork Tools, Humanbane Crossbow +2, Bombardier Bow, Returning Throwing Axe +1, Blessing of Gozreh, Monkey,

Displayed:
Deck: 14 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): Gem of Physical Prowess, Blessing of Milani (1), Blessing of Milani (2), Blessing of Cayden Cailean, Legionnaire Chaplain, Blessing of Abadar, Venomous Heavy Crossbow +2, Dragonbreath Shot, Deathbane Light Crossbow +1, Hatchetbird, Archer's Bracers, Blessing of Angradd, Navigator Musket +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

Out of Turn Updates: No one wanted the Ally 4 from the previous scenario; Warhorse was upgraded to Mighty Steed

Turn Order: Seelah, Meliski, Reiko, Harsk
Turn 1: Card 1: Blessing of the Gods

Start of Turn:
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.
The top card of Meliski's hand is Wayfarer; I draw Wayfarer and replace it with Mass Cure.

I examine the top card of my location deck: Thassilonian Library Card 1 - Elven Sharpshooter (Ally 5)
It is a boon: I encounter it. I reveal Kabuto Helmet to add 1d4; Meliski reveals Binder's Tome to add 1d4:

Diplomacy 12: 1d8 + 3 + 2d4 ⇒ (3) + 3 + (2, 2) = 10 Fail

Give Card: None
Move: City Gate -> Guard Tower

Explore: Thassilonian Library Card 2 - 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 soak the BtE and AtE damage.

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

Combat 13: 1d10 + 6 + 2d4 + 2 + 1d4 ⇒ (4) + 6 + (2, 3) + 2 + (1) = 18 Victory!

I discard Wayfarer to explore again, adding 2d6 to my checks. Thassilonian Library Card 3 - Mass Cure.
Divine 12: 1d8 + 3 + 2d6 ⇒ (5) + 3 + (6, 1) = 15 Acquired. Per location, I reset my hand and end my turn. Per the scenario, I must succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce my hand size by 1 for the rest of the scenario.

Divine 9: 1d8 + 3 ⇒ (8) + 3 = 11 Success!

I discard Dwarven Earthbreaker +1, rest my hand (1 card) and end my turn.

Seelah wrote:

Hand: Kabuto Helmet, Fortified Breastplate, Mighty Steed, Blessing of Tsukiyo, Fanged Falchion, zMass Cure, Grappler's Mask,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points:
NOTES:
Available Support: Feel free to use Speed (adds 3 to Dex checks for your entire turn).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Helm of the Valkyrie, Blessing of the Lord in Iron, Scribe, Blessing of the Samurai, Impaler of Thorns, Demonbane Longsword +2, Four-Mirror Armor, Legionnaire Chaplain, Blessing of Angradd, Pillaging Mace, Hatchet Bird, Mokmurian's Club, Knight's Pennon
Recharged:
Discard Pile: Wayfarer (Mel), Dwarven Earthbreaker +1,
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 = Current Turn - 1
Notes for Meliski: Exchanged cards with Seelah (already processed in deck handler)
Additional Info 1: when reset and hand size is 3+, DC 9 Con/Fort/Arcane/Divine or -1 hand size

Reiko, Harsk - Location #1: Courtyard 1-10 remain
Location #2: Festering Maze of Sloth 1-10 remain
Seelah, Meliski - Location #3: Thassilonian Library 4-10 remain
Location #4: Academy 1-10 remain
Location #5: Prison 1-10 remain

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