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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:
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
Monsters
RotR
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
RotR
Monster B
Traits:
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.
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
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
RotR
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.
RotR
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm
To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
Axe
Magic
Ranged
Slashing
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
RotR
Weapon 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
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.
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.
RotR
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
RotR
Spell 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
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 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
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
RotR
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
RotR
Item 1
Traits:
Arcane
Magic
Wand
To Acquire:
Intelligence
Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Item 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
RotR
Ally 3
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 8
Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.
RotR
Ally 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.
RotR
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Discard this card to add 2d4 to your combat check.
Discard this card to explore your location.
RotR
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
RotR
Ally 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
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Blessing 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.
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Current Hour:
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
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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
RotR
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Spell 3
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Monster 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.
RotR
Spell B
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
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.
RotR
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
RotR
Ally 1
Traits:
Bard
Human
Rogue
To Acquire:
Charisma
Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
RotR
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
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
RotR
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
RotR
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.
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
RotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Wisdom 7
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
RotR
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.
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
RotR
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.
RotR
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
RotR
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.
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.
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
RotR
Spell 5
Traits:
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
RotR
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Spell 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.
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
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.
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.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
RotR
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.
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
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
RotR
Monster 4
Traits:
Dragon
To Defeat:
Combat 16
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
RotR
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
RotR
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
RotR
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.
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
RotR
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
RotR
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
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
Damage dealt by the Cave Bear is increased by 1d4-1.
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
RotR
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Spell 1
Traits:
Arcane
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.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 20
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.
RotR
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.
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.
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.

Reiko the Ninja |

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
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,
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

![]() |

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
Most Recent BR RefreshHand: 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.
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

![]() |

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)
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)
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: 0NOTES:
Available Support: 1 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): 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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[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.
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Hour = Hour Deck Card X where X = Current Turn - BR Refresh Turn (1)
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

Seelah - notshown |

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
Traits: Animal
To Defeat: Combat 16
Damage dealt by the Cave Bear is increased by 1d4+1.
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).
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.
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)
At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Status Link
Most Recent BR Refresh
Current Hour = 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

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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
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
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.
"
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.
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:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
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

Reiko the Ninja |

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.

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Meliski autofails harpy check and moves to Nettlemaze

Seelah - notshown |

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

Reiko the Ninja |

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
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.
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 7
Proficient with: Light Armors, Weapons, Poison
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Hero Points: 3

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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)
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)
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)
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: 1NOTES:
Available Support: 2 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of 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:
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.
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Hour = 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

Seelah - notshown |

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
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.
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.
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).
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)
At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Status Link
Most Recent BR Refresh
Current Hour = 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

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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
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
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
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
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.
"
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.
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:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
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

Seelah - notshown |

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).

Reiko the Ninja |

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.
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.
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 7
Proficient with: Light Armors, Weapons, Poison
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Hero Points: 3

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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)
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
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: 1NOTES:
Available Support: 2 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of 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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[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.
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Hour = 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

Seelah - notshown |

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)
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.
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).
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).
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)
At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Status Link
Most Recent BR Refresh
Current Hour = 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

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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
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
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.
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.
"
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.
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:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.

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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)

Reiko the Ninja |

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
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.
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)

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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.
"
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.
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:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.

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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
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)
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: 2NOTES:
Available Support: 2 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of Cayden Cailean, 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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[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.
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Hour = 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)

Seelah - notshown |

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)
Traits: Giant
To Defeat: Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
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).
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).
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)
At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Status Link
Most Recent BR Refresh
Current Hour = 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)

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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
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
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.
"
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.
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:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
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)

Reiko the Ninja |

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
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.
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

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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)
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]
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: 2NOTES:
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!
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[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.
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Hour = 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

Seelah - notshown |

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
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).
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).
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).
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)
At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Status Link
Most Recent BR Refresh
Current Hour = 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

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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
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
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
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
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.
"
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.
Middle of Deck (Unknown Order): Old Salt, s1Cure#Core, b1Blessing of Nethys, s4Fire Snake, s5Fly, 1 BoAbadar, Disintegrate, Lizard, BoMilani
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
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

Reiko the Ninja |

I never updated my hand correctly at the end of my last turn
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.
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.
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.
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 7
Proficient with: Light Armors, Weapons, Poison
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Hero Points: 3

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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)
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)
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: 2NOTES:
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!
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[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.
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Hour = 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

Seelah - notshown |

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).
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).
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)
At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Status Link
Most Recent BR Refresh
Current Hour = 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

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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
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
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
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.
"
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.
Middle of Deck (Unknown Order): s5Fly, BoMilani
Recharged: Samisen of Oracular Vision, Binder's Tome, s2Cloudburst, s1Cure#Core, Bolstering Armor,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
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

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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.

Seelah - notshown |

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.

Reiko the Ninja |

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.
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.
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

Reiko the Ninja |

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

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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:
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
Monsters
RotR
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
RotR
Monster 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.
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
Monster 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
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.
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.
RotR
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
RotR
Barrier 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
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
RotR
Weapon 5
Traits:
Finesse
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
RotR
Weapon B
Traits:
Axe
Magic
Ranged
Slashing
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
RotR
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
RotR
Weapon 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
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.
RotR
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
RotR
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Armors
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 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.
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
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
RotR
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence 7
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
Item 5
Traits:
Arcane
Magic
Wand
To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Allies
RotR
Ally 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.
RotR
Ally 3
Traits:
Pixie
To Acquire:
Charisma
Diplomacy 2
Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
Discard this card to explore your location.
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
RotR
Ally 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.
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
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
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:
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
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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,
RotR
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
RotR
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

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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)
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: 2NOTES:
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!
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[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.
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Hour = 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

Seelah - notshown |

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).
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).
Middle of Deck (Unknown Order): 0
Recharged: Demonbane Longsword +2, zBlessing of the Gods, Warhorse, Blessing of Angradd, Fortified Breastplate,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)
At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Status Link
Most Recent BR Refresh
Current Hour = 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

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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
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
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
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!

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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)

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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!

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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:
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
Monsters
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
RotR
Monster 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
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
RotR
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
RotR
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
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.
RotR
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
RotR
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
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.
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Armors
RotR
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 2
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
RotR
Armor 1
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 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
RotR
Item 5
Traits:
Arcane
Magic
Wand
To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
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.
RotR
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
RotR
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
RotR
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Allies
RotR
Ally 1
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
RotR
Ally 1
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 7
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
RotR
Ally 1
Traits:
Human
Noble
To Acquire:
Charisma
Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Blessings
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
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:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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

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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
"
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.
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:
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.

Seelah - notshown |

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
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).
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:
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.

Reiko the Ninja |

Will start at Courtyard. No replacements.
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.
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 7
Proficient with: Light Armors, Weapons, Poison
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Hero Points: 3

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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:
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
Monsters
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barriers
RotR
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
RotR
Barrier 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.
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
RotR
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
RotR
Weapon 5
Traits:
Finesse
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
RotR
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 5
Traits:
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
RotR
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
Spell 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.
RotR
Spell 5
Traits:
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
RotR
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
Spell 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
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 2
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 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
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
RotR
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
RotR
Ally 1
Traits:
Bard
Human
Rogue
To Acquire:
Charisma
Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
RotR
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Place this card on top of your deck to examine the top card of a location deck.
RotR
Ally 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.
RotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
Discard this card to explore your location.
RotR
Ally 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
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
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
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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
RotR
Item 5
Traits:
Arcane
Magic
Wand
To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Item 1
Traits:
Arcane
Magic
Wand
To Acquire:
Intelligence
Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
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.
RotR
Weapon 3
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
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.
RotR
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
RotR
Monster 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
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
RotR
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.
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.
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
RotR
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.
RotR
Monster 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.
RotR
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
RotR
Spell 3
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
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
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.
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
RotR
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.
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
RotR
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.
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
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.
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
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
RotR
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.
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.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Spell 1
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
RotR
Spell 5
Traits:
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 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.
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
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.
RotR
Ally 5
Traits:
Human
Wizard
To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
RotR
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.
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15
If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
RotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 20
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.
RotR
Ally 3
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 8
Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.
RotR
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.

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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.
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.
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)

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Harsk- 2-4E: A Shadow of Wrath
Starting Location -
Location #1: Courtyard
Loot
None
Starting Hand - Favored Card - Weapon
Hand: Ophidian Armor, Masterwork Tools, Humanbane Crossbow +2, Bombardier Bow, Returning Throwing Axe +1, Blessing of Gozreh, Monkey,
Displayed:
Deck: 14 Discard: 0 Buried: 0NOTES:
Available Support: 1 Card(s) are available for Remote Combat support (1d4+1).
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): 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:
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.
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Seelah - notshown |

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
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.
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.
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).
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)
At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Status Link
Most Recent BR Refresh
Current Hour = 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