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

Game Master zeroth_hour

Turn Order - Harsk, Seelah, Meliski, Reiko


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Liberty's Edge

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

Out of Turn Updates: On Seelah's turn after sot, will banish emerald codex to draw 3 spells scrying, major cure, and swipe

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 2 - Hourglass Card 1 Meliski/Zalarian Blessing of Abadar
SOT:
May examine top card of local character; then you may exchange it for a card in my hand. Will leave Seelah's Blessing of the Lord in Iron as top card

Will use scrying at Thassilonian Library
Will discard Scrying spell to choose card type Spells and examine top 3 cards of location Thassilonian Library
Thassilonian Library Card 4: Harpy
Thassilonian Library Card 5: Scorching Ray
Thassilonian Library Card 6: Blessing of Torag
Will then choose to put chosen card types on top of deck

Will discard Scrying spell to choose card type Monster and examine top 3 cards of location Festering Maze of Sloth
Festering Maze of Sloth Card 1: Door Spike
Festering Maze of Sloth Card 2: Alu-Demon Sister
Festering Maze of Sloth Card 3: Zuvuzeg
Will then choose to put chosen card types on Top of deck

[b]Give Card: None
Move: Thassilonian Library -> Academy
Location Powers: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.

Explore: Academy Card 1: Token of Remembrance

Arcane Check DC 5: 1d10 + 4 ⇒ (2) + 4 = 6 Auto Success

Token of Remembrance:

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

Will use location free explore
Explore: Academy Card 2: Mammoth

Will use swipe to reduce by 3 and use arcane + 1d8 and reveal tome
Arcane Check DC 16-3=13: 1d10 + 4 + 1d8 + 1d4 ⇒ (7) + 4 + (8) + (4) = 23 Success
Success

Mammoth:

RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Will discard Cleric of Nethys to examine and rearrange top 2 cards of location and explore
Will put Academy Card 3: Alu-Demon Sisteronto top of location deck to explore first
Will put Academy Card 4: Speedbelow top card of location deck
Explore: Academy Card 3: Alu-Demon Sister

Will recharge blessing of Abadar
Life Drain Spell Combat Check DC 17: 2d4 + 1d10 + 4 + 1d4 + 1d10 ⇒ (2, 4) + (8) + 4 + (1) + (4) = 23 Monster defeated
Random Card (cleric of Nethys) is shuffled into deck

Alu-Demon Sister:

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

Will reveal tome and automatically close Academy; no spells in discard to heal
Arcane Check DC 6: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (1) = 12 Success

Academy is closed

Reminder of Scenario changes:
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.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.

Scrying: Arcane 12: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15 -> Scrying recharged.
s6Scrying: Arcane 12: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (3) = 14 -> s6Scrying recharged.
s3Life Drain#Core: Arcane 9: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (1) = 12 -> s3Life Drain#Core recharged.
Swipe: Arcane 10: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (2) = 8 -> Not Quite.
Will recharge shuffle Token of Remembrance to reroll a die for a check
Swipe: Arcane 10: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14 -> Swipe recharged discarded.

Meliski resets his hand and attempts to preserve handsize.
Arcane Check DC 9 with tome: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (3) = 15 Success

"

Meliski wrote:

Hand: s2Cloudburst, Binder's Tome, Old Salt, al2Cleric of Nethys, Vampire Bat, BoThoth, Mass Cure (S),

Displayed:
Deck: 17 Discard: 0 Buried: 0
Hero Points: 5
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): b1Blessing of Nethys, Major Cure, 1 BoAbadar, 2 BoAbadar, BoSivanah, Bolstering Armor, BoMilani, Headband of Alluring Charisma, Samisen of Oracular Vision, s1Cure#Core, s4Fire Snake, s5Fly
Recharged: Scrying, s6Scrying, s3Life Drain#Core, Token of Remembrance, Swipe,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

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

"

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Seelah: top card of her deck is known (Blessing of the Lord in Iron)
Additional Info 1: when reset and hand size is 3+, DC 9 Con/Fort/Arcane/Divine or -1 hand size

Reiko - Location #1: Courtyard 1-10 remain
Location #2: Festering Maze of Sloth 2, (random 1,3-10) remain // 1=Door Spike, 2=Alu-Demon Sister, 3=Zuvuzeg
Seelah - Location #3: Thassilonian Library 5, (random 4,6-10) remain // 4=Harpy,5=Scorching Ray, 6=Blessing of Torag
Meliski - Location #4: Academy CLOSED
Harsk - Location #5: Prison 1-10 remain


Human Saboteur Ninja, Tier 6, Deck Handler

Turn 3. Hour is #2: Torag. Explore Courtyard card 1: Wand of Treasure Finding.
Discard blessing (Palid Princess) to bless.

Wis 7: 2d6 ⇒ (3, 2) = 5 Boo!

Discard boots to explore card 2: Shadow. Reveal and discard sansetsukon.
Combat 13: 1d10 + 6 + 1d6 + 1 + 1d6 ⇒ (7) + 6 + (1) + 1 + (5) = 20 Defeated!
Bury top card from fluid: Adamantine Sai +2

Display Cartman. End turn. Reset hand, drawing 4.

Reiko wrote:

Hand: Venomous Fighting Fan +1, Embalming Fluid, Sacred Candle, Steal Soul, Wayfinder, Materialize, Double Chicken Saber + 1,

Displayed: Master Cartman,
Deck: 8 Discard: 3 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. Materialize let's me BAMF in to take your bane encounter with +3.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3

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

Hero Points: 3


Human Saboteur Ninja, Tier 6, Deck Handler

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Seelah: top card of her deck is known (Blessing of the Lord in Iron)
Additional Info 1: when reset and hand size is 3+, DC 9 Con/Fort/Arcane/Divine or -1 hand size
Reiko - Location #1: Courtyard 3-10 remain
Location #2: Festering Maze of Sloth 2, (random 1,3-10) remain // 1=Door Spike, 2=Alu-Demon Sister, 3=Zuvuzeg
Seelah - Location #3: Thassilonian Library 5, (random 4,6-10) remain // 4=Harpy,5=Scorching Ray, 6=Blessing of Torag
Meliski - Location #4: Academy CLOSED
Harsk - Location #5: Prison 1-10 remain


Human Saboteur Ninja, Tier 6, Deck Handler

Auto-fail EoT check. Hand size is now 6. Did not draw Double Chicken Saber + 1.

Grand Lodge

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

Out of Turn Updates: None
Turn Order: Seelah, Meliski,Reiko, Harsk
Turn: #4 - Hour is: Blessing of the Gods
Give Card: None
Move: Stay at Prison
Explore: Prison Card 1 - Cryptic Message

Cryptic Message:

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.

I will Recharge: Masterwork Tools to Defeat Cryptic Message, I will Examine the top 2 cards for the location

Prison Card 2 - Pyromaniac Mage (Ally 5)
Prison Card 3 - Alu-Demon Sister (Henchman 5)
I will change the order and put Alu-Demon Sister (Henchman 5) first

I will end my turn
I will try to Recover Cards - None
I will Reset hand, Scenario Effect Fortitude DC 9

Scenario Effect - Fortitude DC 9: 1d10 + 3 ⇒ (8) + 3 = 11 - Hand size is not affected
I will Reset hand to 7 - Draw 1 Card(s)

Harsk wrote:

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

Displayed:
Deck: 14 Discard: 0 Buried: 0

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hatchetbird, Blessing of Milani (1), Deathbane Light Crossbow +1, Gem of Physical Prowess, Navigator Musket +1, Venomous Heavy Crossbow +2, Blessing of Angradd, Blessing of Cayden Cailean, Blessing of Milani (2), Blessing of Abadar, Archer's Bracers, Legionnaire Chaplain
Recharged: Masterwork Tools,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[X] When you move during your move step, you may examine the top card of your new location deck ([ ]and shuffle it into that deck).
[X] When a monster deals damage to you before ([X] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Grand Lodge Faction Reward:

[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Seelah: top card of her deck is known (Blessing of the Lord in Iron)
Additional Info 1: when reset and hand size is 3+, DC 9 Con/Fort/Arcane/Divine or -1 hand size

Reiko - Location #1: Courtyard 3-10 remain
Location #2: Festering Maze of Sloth 2, (random 1,3-10) remain // 1=Door Spike, 2=Alu-Demon Sister, 3=Zuvuzeg
Seelah - Location #3: Thassilonian Library 5, (random 4,6-10) remain // 4=Harpy,5=Scorching Ray, 6=Blessing of Torag
Meliski - Location #4: Academy CLOSED
Harsk - Location #5: Prison 3,2, 4-10 remain // 3=Alu-Demon Sister, 4=Pyromaniac Mage


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

Out of Turn Updates: Blessing of the Lord in Iron was reloaded on Meliski's turn.

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 5: Card 1: 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.
Seelah is alone.

I examine the top card of my location deck: Thassilonian Library Card 5 - 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: Thassilonian Library -> Festering Maze of Sloth

Explore: Festering Maze of Sloth Card 2 - Alu-Demon Sister

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

BYA check is irrelevant.

Combat Breakdown:
Combat 17
Strength Melee 1d10+6
Fanged Falchion 2d4+2 (4s count as 6s)
Boon Bonus 1d6

Combat 17: 1d10 + 6 + 2d4 + 6 + 1d6 ⇒ (7) + 6 + (4, 1) + 6 + (1) = 25 (add 2 for 27) Victory!

I attempt to close, recharging Grappler's Mask to use Melee instead of Fortitude. I reveal Fortified Breastplate to add 3 to the check.

Fortitude 12: 1d10 + 6 + 3 ⇒ (1) + 6 + 3 = 10 Eww...

I reveal my Pathfinder Adventure Card Game Character Mats by Ultra•Pro (Thanks, Nate!) to reroll one die (once-per-scenario):
Fortitude 12: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11 *sigh*

Festering Maze of Sloth remains open. I end my turn and reset my hand. 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 draw Blessing of the Lord in Iron to bring my hand up to 7 cards.

Seelah wrote:

Hand: Kabuto Helmet, Fortified Breastplate, Mighty Steed, Blessing of Tsukiyo, Fanged Falchion, zMass Cure, Blessing of the Lord in Iron,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points:
NOTES:
Available Support:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Angradd, Demonbane Longsword +2, Scribe, Hatchet Bird, Four-Mirror Armor, Pillaging Mace, Knight's Pennon, Helm of the Valkyrie, Legionnaire Chaplain, Impaler of Thorns, Mokmurian's Club, Blessing of the Samurai
Recharged: Grappler's Mask,
Discard Pile: Wayfarer (Mel), Dwarven Earthbreaker +1,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3

Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)

At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.

[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.

[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).

[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.

[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Seelah: Used mat reroll
Additional Info 1: when reset and hand size is 3+, DC 9 Con/Fort/Arcane/Divine or -1 hand size

Reiko - Location #1: Courtyard 3-10 remain
Seelah - Location #2: Festering Maze of Sloth (random 1,3-10) remain // 1=Door Spike, 3=Zuvuzeg
Location #3: Thassilonian Library (random 4, 6-10), 5 remain // 4=Harpy,5=Scorching Ray, 6=Blessing of Torag
Meliski - Location #4: Academy CLOSED
Harsk - Location #5: Prison 3,2, 4-10 remain // 3=Alu-Demon Sister, 4=Pyromaniac Mage


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

Out of turn update: Scott reminded me I could use a Hero Point to reroll, so...

I use a Hero Point to reroll the attempt to close (recharging Grappler's Mask to use Melee instead of Fortitude, and revealing Fortified Breastplate to add 3 to the check).

Fortitude 12: 1d10 + 6 + 3 ⇒ (8) + 6 + 3 = 17 Third time's the charm!

Nothing changes for Seelah; updated State posted below.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Seelah: Used mat reroll and spent a Hero Point
Additional Info 1: when reset and hand size is 3+, DC 9 Con/Fort/Arcane/Divine or -1 hand size

Reiko - Location #1: Courtyard 3-10 remain
Seelah - Location #2: Festering Maze of Sloth CLOSED
Location #3: Thassilonian Library (random 4, 6-10), 5 remain // 4=Harpy,5=Scorching Ray, 6=Blessing of Torag
Meliski - Location #4: Academy CLOSED
Harsk - Location #5: Prison 3,2, 4-10 remain // 3=Alu-Demon Sister, 4=Pyromaniac Mage

Liberty's Edge

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

Out of Turn Updates: None

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 6 - Hourglass Card 5 Meliski/Zalarian Blessing of Gozreh
SOT: None
May examine top card of local character; then you may exchange it for a card in my hand.

Give Card: None
Move: Academy -> Thassilonian Library
Location Powers: If you acquire a spell, reset your hand and end your turn.

Random Thassilonian Library Card (random 4, 6-10), 5: 1d7 + 3 ⇒ (6) + 3 = 9 Thassilonian Library Card 9: Alu-Demon Sister

Not bothering to make check since demon is immune to my attack spell
Will recharge Old salt to add 5 and freely discard blessing of thoth to bless and add cold and reveal tome
Melee Combat Check DC 17: 1d8 + 2 + 1d6 + 5 + 1d8 + 1d4 ⇒ (7) + 2 + (3) + 5 + (5) + (4) = 26 Success

Alu-Demon Sister:

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

Will banish Seelah's mass cure spell

Thassilonian Library is closed

Reminder of Scenario changes:
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.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.

Meliski resets his hand and attempts to preserve handsize.
Arcane Check DC 9 with tome: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (3) = 9 Success

"

Meliski wrote:

Hand: Binder's Tome, al2Cleric of Nethys, Vampire Bat, s2Cloudburst, BoMilani, b1Blessing of Nethys, Bolstering Armor,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Hero Points: 5
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): BoSivanah, Major Cure, Headband of Alluring Charisma, 1 BoAbadar, Samisen of Oracular Vision, 2 BoAbadar, s1Cure#Core, s5Fly, s4Fire Snake
Recharged: Scrying, s6Scrying, s3Life Drain#Core, Token of Remembrance, Swipe, Old Salt,
Discard Pile: BoThoth,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

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

"

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Seelah: Used mat reroll and spent a Hero Point
Additional Info 1: when reset and hand size is 3+, DC 9 Con/Fort/Arcane/Divine or -1 hand size

Reiko - Location #1: Courtyard 3-10 remain
Seelah - Location #2: Festering Maze of Sloth CLOSED
Meliski - Location #3: Thassilonian Library CLOSED
Location #4: Academy CLOSED
Harsk - Location #5: Prison 3,2, 4-10 remain // 3=Alu-Demon Sister, 4=Pyromaniac Mage


Botting Reiko's turn

Out of Turn Updates: near end of Meliski's turn will bury sacred candle to draw blessing of Gozreh

Turn - Hour: 7 - Hourglass Card 6 Reiko/eddiephlash Blessing of Iomedae
Hour Rules: None
SOT: None
Give Card: None
Move: Stay at Courtyard
Location Powers: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
Explore: Courtyard Card 3: Magic Full Plate

Constitution Check DC 6: 1d6 + 0 ⇒ (4) + 0 = 4 No Success

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

Will discard Wayfinder to examine Courtyard Card 4: Spiny Shield and choose to shuffle and then explore
Random Courtyard Card: 1d7 + 3 ⇒ (4) + 3 = 7 Courtyard Card 7: Longsword +2

Reiko Strength Check DC 10: 1d6 ⇒ 6 No Success - banished

Longsword +2:

RotR
Weapon 3
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Will discard Blessing of Gozreh to explore again
Random Courtyard Card: 1d6 + 4 ⇒ (1) + 4 = 5 Courtyard Card 5: Wand of Shield

Intelligence Check DC 6: 1d6 + 0 ⇒ (4) + 0 = 4 No Success - Banished

Wand of Shield:

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

Reiko ends their turn.

Reiko attempts to recover all cards in their Recovery pile.

Reiko resets their hand; can't make check and hand size is now 5.

Reiko wrote:

Hand: Venomous Fighting Fan +1, Embalming Fluid, Steal Soul, Materialize, Bo Urgathoa,

Displayed: Master Cartman,
Deck: 8 Discard: 5 Buried: 2
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals. Cartman can be used to pass an acquired card to another character. Materialize let's me BAMF in to take your bane encounter with +3.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3

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

Hero Points: 3

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Seelah: Used mat reroll and spent a Hero Point
Additional Info 1: when reset and hand size is 3+, DC 9 Con/Fort/Arcane/Divine or -1 hand size

Reiko - Location #1: Courtyard (random 4,6,8-10) remain // 4=spiny shield
Seelah - Location #2: Festering Maze of Sloth CLOSED
Meliski - Location #3: Thassilonian Library CLOSED
Location #4: Academy CLOSED
Harsk - Location #5: Prison 3,2, 4-10 remain // 3=Alu-Demon Sister, 4=Pyromaniac Mage

Grand Lodge

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

Out of Turn Updates: Display: Dragonbreath Shot
Turn Order: Seelah, Meliski,Reiko, Harsk
Turn: # 8 - Hour is: Blessing of Irori
Give Card: None
Move: Stay at Prison
Explore: Prison Card 3 - Alu-Demon Sister (Henchman 5)

Alu-Demon Sister:

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.

I will Auto Fail Check to play Attack Spells
For Combat I will use my Ranged Skill (1d10+6) and Reveal: Bombardier Bow (1d8+1), I will use the Bombardier Power and Recharge: Bombardier Bow, Returning Throwing Axe +1 (2d4)
Alu-Demon Sister - Combat DC 17: 1d10 + 1d8 + 2d4 + 7 ⇒ (7) + (5) + (3, 2) + 7 = 24 - Success

I will attempt to Close: Prison - Succeed at a Charisma or Diplomacy 6 check.
I will use my Charisma Skill (1d4) and Discard Blessing of Gozreh (2d4)
Close Prison Location - Charisma DC 6: 3d4 ⇒ (3, 2, 4) = 9 - Success

Location Prison is Closed

I will end my turn
I will try to Recover Cards - None
I will Reset hand -

Scenario Effect - Fortitude DC 9: 1d10 + 3 ⇒ (3) + 3 = 6 - Fail, Hand size is now 6

Reset hand to (7) 6 - Draw 3 Card(s)

Harsk wrote:

Hand: Ophidian Armor, Archer's Bracers, Humanbane Crossbow +2, Hatchetbird, Navigator Musket +1, Monkey,

Displayed: Dragonbreath Shot,
Deck: 13 Discard: 1 Buried: 0

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

Deck, Discard, Buried:

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

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[X] When you move during your move step, you may examine the top card of your new location deck ([ ]and shuffle it into that deck).
[X] When a monster deals damage to you before ([X] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Grand Lodge Faction Reward:

[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Seelah: Used mat reroll and spent a Hero Point
Additional Info 1: when reset and hand size is 3+, DC 9 Con/Fort/Arcane/Divine or -1 hand size

Reiko - Location #1: Courtyard (random 4,6,8-10) remain // 4=spiny shield
Seelah - Location #2: Festering Maze of Sloth CLOSED
Meliski - Location #3: Thassilonian Library CLOSED
Location #4: Academy CLOSED
Harsk - Location #5: Prison CLOSED


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

Out of Turn Updates: n/a

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 9: Card 1: 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.

Give Card: None
Move: Festering Maze of Sloth -> Courtyard

Explore: Courtyard 4, 6, 8-10: 1d5 ⇒ 2 Card 6 - Clay Golem

Clay Golem:
RotR Monster 5
Traits: Construct Golem
To Defeat: Combat 21
You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

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.
Seelah cannot make that check: Damage: 1d4 ⇒ 2; I reveal Fortified Breastplate to reduce it by 3 to 0.

Reiko's Acrobatics check: 1d10 + 6 ⇒ (7) + 6 = 13 No problem

I discard Blessing of the Lord in Iron to add 2 dice to the Strength combat check.

Combat Breakdown:
Combat 21
Strength Melee 1d10+6
Fanged Falchion 2d4+2 (4s count as 6s)
Blessing of the Lord in Iron 2d10

Combat 21: 1d10 + 6 + 2d4 + 2 + 2d10 ⇒ (9) + 6 + (1, 3) + 2 + (7, 5) = 33 Victory!

I reveal Mighty Steed and Constitution 9: 1d6 + 3 ⇒ (6) + 3 = 9 discard recharge Mass Cure to examine the top card of the location: 4, 8-10: 1d4 ⇒ 2 Card 8 - Alu-Demon Sister.
I'll leave this for someone else.

I 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 ⇒ (4) + 3 = 7 Fail. Hand size is reduced to 6; I reset my hand (1 card) and end my turn.

Seelah wrote:

Hand: Kabuto Helmet, Fortified Breastplate, Mighty Steed, Blessing of Tsukiyo, Fanged Falchion, Hatchet Bird,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Hero Points:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Helm of the Valkyrie, Impaler of Thorns, Pillaging Mace, Blessing of Angradd, Mokmurian's Club, Legionnaire Chaplain, Knight's Pennon, Blessing of the Samurai, Demonbane Longsword +2, Scribe, Four-Mirror Armor
Recharged: Grappler's Mask, zMass Cure,
Discard Pile: Wayfarer (Mel), Dwarven Earthbreaker +1, Blessing of the Lord in Iron,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3

Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)

At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.

[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.

[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).

[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.

[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Seelah: Used mat reroll and spent a Hero Point
Additional Info 1: when reset and hand size is 3+, DC 9 Con/Fort/Arcane/Divine or -1 hand size

Reiko, Seelah - Location #1: Courtyard 8, (random 4, 9-10) remain // 4=spiny shield, 8=Alu-Demon Sister
Location #2: Festering Maze of Sloth CLOSED
Meliski - Location #3: Thassilonian Library CLOSED
Location #4: Academy CLOSED
Harsk - Location #5: Prison CLOSED

Liberty's Edge

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

Out of Turn Updates: None

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 10 - Hourglass Card 9 Meliski/Zalarian Blessing of the Gods
SOT: Will use mat to discard vampire bat and draw card (Samisen)
May examine top card of local character; then you may exchange it for a card in my hand.

Give Card: None
Move: Thassilonian Library -> Courtyard
Location Powers: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.

Explore: Courtyard Card 8: Alu-Demon Sister

Will have Reiko use Materialize and encounter Demon
Will roll Seelah's and Meliski's acrobatics/damage.

Seelah's Combat damage from loc power: 1d4 ⇒ 2 reveals fortified breastplate to reduce to 0
Meliski's Combat damage from loc power: 1d4 ⇒ 2 Recharge armor to reduce to 0 and draw 2 cards (2 blessings of abadar)

Alu-Demon Sister:

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


Human Saboteur Ninja, Tier 6, Deck Handler

Cast Materialize to take the encounter with +3.
BYA Acro 8: 1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13 Auto-Success!
For combat, reveal fighting fan. Discard Blessing of Urgathoa. Have harsk use Humanbane Crossbow for its power for d4 +1, and his character power for another d4 +1
Combat 17: 2d10 + 6 + 3 + 1d4 + 1 + 1d4 + 1 + 1d4 + 1 ⇒ (4, 1) + 6 + 3 + (3) + 1 + (2) + 1 + (2) + 1 = 24 Defeated!

Attempt to close. Ask for a blessing from Mel
Acro 10: 2d10 + 6 ⇒ (10, 3) + 6 = 19 Success!

VICTORY!!

The Exchange

2-5D Complete!

Acquired:

Blessing of Gozreh (Blessing 4)
Token of Remembrance (Item B)
Mass Cure (Spell 4) (unclear whether this one was banished)
Scrying (Spell 3)
Major Cure (Spell 3)
Swipe (Spell 3)

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

Development:

You managed to hold off the demons, but your overall
problem still looms: you’re trapped in these moldering dregs,
wandering, and the release of magical sloth keeps beckoning.
The next wave of demons could descend upon you at any time.
Your vision begins to cross, you feel unbalanced, and you stumble
forward, only to see a massive void suddenly in front of you. Have
you finally fallen unconscious? Or is this void real, and could
jumping into it secure your escape?
Barely able to control your body anymore, you don’t hesitate.
You jump, and the void envelops you like a frosty night.

The Exchange

While everyone prepares their rewards...

2-5E: Summoning Sloth

When you come to your senses, you find that this time
taking a chance paid off. You teleported into the dome
at the mansion’s pinnacle, and the sight is no less
than breathtaking.

The round walls here are covered in ornate, alternating
depictions of the lounging Runelord of Envy and the mighty
Sihedron Scion, shown as a winged snake-woman or as a mouthless
maid. In the dome’s center are several stone slabs, beside which are
racks holding up enormous scrolls. Each scroll is blanketed with
tiny, arcane writing that glows blue and hums dully with power.
Then again, perhaps you weren’t so lucky. Several cultists were
frantically inscribing writing on the stone slabs, but when they see
you, they stop and stare. From behind the center slab—and the
tallest scroll—strides a slight woman in green and gold robes. The
unholy symbol of Envy and Lissala hangs at her neck.
“Welcome, glorious fools!” she cries. “I am High Priestess and
Trusted Advisor Ruyla, and I thank you for finding us so early. The
preparations for our ritual are not quite complete, but have no
fear—we are happy to accommodate you while you wait.”
Your face must look confused, because the priestess laughs as
she continues.

“Oh, you didn’t think we were unaware of your presence, did
you? Quite the contrary! We knew you were coming, and we
were waiting. You see, we’ve recently learned that our runelord’s
consciousness is not lost, as we once thought. Rather, it is simply
unmoored, and it seeks a body to inhabit. We are not such good
candidates, but you—you’ll serve quite nicely.”

The priestess advances, and blue flames engulf the hands of her
attendants, who assume battle stances.

“Now, submit to our will, and we shall usher Runelord Krune to
this earth once more!”

The Exchange

Drawn Cards:
Potion of Energy Resistance (Item B)
Venomous Dagger +2 (Weapon 3)
Greatclub +3 (Weapon 4)
Short Sword +1 (Weapon 1)

Just not your scenario this time.

The Exchange

During This Adventure:

During This Scenario: At the start of your turn, either skip your move step or you are
dealt 1d4 Mental damage that cannot be reduced.

Additional Rules: Story Banes:

Ruyla:

None Villain 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 23 THEN Combat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.

Warrior of Wrath:

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

Scenario Level (#): 5

Turn: 0, Meliski/Zalarian

Random Cards:

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

Spoiler:
Myriana
RotR
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10
Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.

Spoiler:
Grindylow
RotR
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12
The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

Spoiler:
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

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

Barriers
Spoiler:
Hand Chopper
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Spoiler:
Arcane Lock
RotR
Barrier 4
Traits:
Arcane
Lock
Magic
To Defeat:
Intelligence
Arcane 13
OR Combat 26
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Spoiler:
Ambush
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Spoiler:
Ranger Stash
RotR
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12
If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.

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

Weapons
Spoiler:
Sickle +1
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
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.

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

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

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

Spoiler:
Bastard Sword
RotR
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Teleport
RotR
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Scorching Ray
RotR
Spell 1
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
IntelligenceArcane 6
For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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


Spoiler:
Enfeeble
RotR
Spell 1
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Speed
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Arrow Catching Studded Leather
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Chainmail of Cold Resistance
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Items
Spoiler:
Staff of Minor Healing
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Spoiler:
Luckstone
RotR
Item B
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 5
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Spoiler:
Headband of Inspired Wisdom
RotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Wisdom 7
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

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

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

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

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

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

Spoiler:
Ven Vinder
RotR
Ally 1
Traits:
Human
Shopkeeper
To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.

Spoiler:
Velociraptor
RotR
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 14
Discard this card to explore your location; add 2d6 to your combat checks during this exploration.

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

Spoiler:
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Reiko/eddiephlash:
Spoiler:
Hourglass Card 1 Reiko/eddiephlash
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 2 Harsk/TheGreatNateO
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 Seelah/notshown:
Spoiler:
Hourglass Card 3 Seelah/notshown
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 4 Meliski/Zalarian:
Spoiler:
Hourglass Card 4 Meliski/Zalarian
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 5 Reiko/eddiephlash:
Spoiler:
Hourglass Card 5 Reiko/eddiephlash
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 6 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 6 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Seelah/notshown:
Spoiler:
Hourglass Card 7 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Meliski/Zalarian:
Spoiler:
Hourglass Card 8 Meliski/Zalarian
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 9 Reiko/eddiephlash:
Spoiler:
Hourglass Card 9 Reiko/eddiephlash
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 10 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 10 Harsk/TheGreatNateO
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 Seelah/notshown:
Spoiler:
Hourglass Card 11 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 12 Meliski/Zalarian:
Spoiler:
Hourglass Card 12 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Reiko/eddiephlash:
Spoiler:
Hourglass Card 13 Reiko/eddiephlash
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 14 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 14 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Seelah/notshown:
Spoiler:
Hourglass Card 15 Seelah/notshown
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Meliski/Zalarian:
Spoiler:
Hourglass Card 16 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Reiko/eddiephlash:
Spoiler:
Hourglass Card 17 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 18 Harsk/TheGreatNateO
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 19 Seelah/notshown:
Spoiler:
Hourglass Card 19 Seelah/notshown
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 20 Meliski/Zalarian:
Spoiler:
Hourglass Card 20 Meliski/Zalarian
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 21 Reiko/eddiephlash:
Spoiler:
Hourglass Card 21 Reiko/eddiephlash
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 22 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 22 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 23 Seelah/notshown:
Spoiler:
Hourglass Card 23 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 24 Meliski/Zalarian:
Spoiler:
Hourglass Card 24 Meliski/Zalarian
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Reiko/eddiephlash:
Spoiler:
Hourglass Card 25 Reiko/eddiephlash
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 26 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 26 Harsk/TheGreatNateO
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 27 Seelah/notshown:
Spoiler:
Hourglass Card 27 Seelah/notshown
Runewell's Echo
None
Loot P
Type: Blessing
Traits:
Divine
Blessing
Lissala
To Acquire:

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

Hourglass Card 28 Meliski/Zalarian:
Spoiler:
Hourglass Card 28 Meliski/Zalarian
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 29 Reiko/eddiephlash:
Spoiler:
Hourglass Card 29 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 30 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 30 Harsk/TheGreatNateO
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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, Seelah/notshown, Meliski/Zalarian, 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: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None

Location #4: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Location #5: Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None


Human Saboteur Ninja, Tier 6, Deck Handler

Will start at Courtyard, with Guard Tower as a second choice.
Had to redraw twice, but have a great starting hand!

Reiko wrote:

Hand: Shozoku of the Night Wind, Wayfarer, Embalming Fluid, Venomous Fighting Fan +1, Double Chicken Saber + 1, Forensic Physician, Steal Soul,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Local Weapon/Armor/Item acquisitions can be turned into heals.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3

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

Hero Points: 4


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

Starting Hand
Seelah - 2-5E: Summoning Sloth

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
Guard Tower

Starting Hand
Favored Card: Weapon

Seelah wrote:

Hand: Blessing of the Samurai, Impaler of Thorns, Mass Cure, Hatchet Bird, Kabuto Helmet, Pillaging Mace, Four-Mirror Armor

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dwarven Earthbreaker +1, Grappler's Mask, Legionnaire Chaplain, Knight's Pennon, Mighty Steed, Helm of the Valkyrie, Mokmurian's Club, Fanged Falchion, Blessing of Tsukiyo, Blessing of the Lord in Iron, Scribe, Blessing of Angradd, Demonbane Longsword +2, Fortified Breastplate
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3

Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)

At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.

[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.

[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).

[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.

[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.

Liberty's Edge

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

Meliski - 2-5E: Summoning Sloth

Loot
2-5D: Replace Wand of Flying with Emerald Codex

Starting Location Thassilonian Library (Normally start at Seelah's location but don't like SOT at Guard Tower)

Starting Hand - Choosing Item as favored card

"

Meliski wrote:

Hand: BoMilani, 1 BoAbadar, BoSivanah, BoThoth, s1Cure#Core, s6Scrying, Emerald Codex,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 6
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wayfarer, Headband of Alluring Charisma, Samisen of Oracular Vision, Old Salt, s2Cloudburst, s3Life Drain#Core, Binder's Tome, b1Blessing of Nethys, al2Cleric of Nethys, s4Fire Snake, s5Fly, Bolstering Armor, Vampire Bat, 2 BoAbadar
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

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

"


Harsk - 2-5E: Summoning Sloth

Loot
None

Starting Location Thassilonian Library

Starting Hand
Will display Dragonbreath Shot as soon as able

"

Harsk wrote:

Hand: Blessing of Abadar, Navigator Musket +1, Monkey, Blessing of Cayden Cailean, Legionnaire Chaplain, Venomous Heavy Crossbow +2,

Displayed: Dragonbreath Shot,
Deck: 14 Discard: 0 Buried: 0

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Deathbane Light Crossbow +1, Gem of Physical Prowess, Blessing of Angradd, Masterwork Tools, Blessing of Gozreh, Returning Throwing Axe +1, Blessing of Milani (2), Humanbane Crossbow +2, Ophidian Armor, Archer's Bracers, Bombardier Bow, Hatchetbird, Blessing of Milani (1)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[X] When you move during your move step, you may examine the top card of your new location deck ([ ]and shuffle it into that deck).
[X] When a monster deals damage to you before ([X] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Grand Lodge Faction Reward:

[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

"

The Exchange

During This Adventure:

During This Scenario: At the start of your turn, either skip your move step or you are
dealt 1d4 Mental damage that cannot be reduced.

Additional Rules: Story Banes:

Ruyla:

None Villain 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 23 THEN Combat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.

Warrior of Wrath:

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

Scenario Level (#): 5

Turn: 1, Reiko/eddiephlash

Random Cards:

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

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

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

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

Spoiler:
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

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

Spoiler:
Arcane Lock
RotR
Barrier 4
Traits:
Arcane
Lock
Magic
To Defeat:
Intelligence
Arcane 13
OR Combat 26
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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

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

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

Weapons
Spoiler:
Heavy Pick +1
RotR
Weapon 2
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

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

Spoiler:
Horsechopper +1
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song


Spoiler:
Shock Longbow +1
RotR
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

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

Spells
Spoiler:
Incendiary Cloud
RotR
Spell 3
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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

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

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

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

Spoiler:
Invincible Breastplate
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
Arrow Catching Studded Leather
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Staff of Minor Healing
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

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

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

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

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

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

Spoiler:
Eagle
RotR
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Place this card on top of your deck to examine the top card of a location deck.

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

Spoiler:
Jakardros Sovark
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.

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

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

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

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

Spoiler:
Blessing of 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.

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 1 Harsk/TheGreatNateO
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 2 Seelah/notshown:
Spoiler:
Hourglass Card 2 Seelah/notshown
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 3 Meliski/Zalarian:
Spoiler:
Hourglass Card 3 Meliski/Zalarian
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 4 Reiko/eddiephlash:
Spoiler:
Hourglass Card 4 Reiko/eddiephlash
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 5 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 5 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Seelah/notshown:
Spoiler:
Hourglass Card 6 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Meliski/Zalarian:
Spoiler:
Hourglass Card 7 Meliski/Zalarian
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 8 Reiko/eddiephlash:
Spoiler:
Hourglass Card 8 Reiko/eddiephlash
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 9 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 9 Harsk/TheGreatNateO
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 10 Seelah/notshown:
Spoiler:
Hourglass Card 10 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Meliski/Zalarian:
Spoiler:
Hourglass Card 11 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 12 Reiko/eddiephlash:
Spoiler:
Hourglass Card 12 Reiko/eddiephlash
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 13 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 13 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Seelah/notshown:
Spoiler:
Hourglass Card 14 Seelah/notshown
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 15 Meliski/Zalarian:
Spoiler:
Hourglass Card 15 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Reiko/eddiephlash:
Spoiler:
Hourglass Card 16 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 17 Harsk/TheGreatNateO
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 18 Seelah/notshown:
Spoiler:
Hourglass Card 18 Seelah/notshown
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 19 Meliski/Zalarian:
Spoiler:
Hourglass Card 19 Meliski/Zalarian
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 20 Reiko/eddiephlash:
Spoiler:
Hourglass Card 20 Reiko/eddiephlash
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 21 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 21 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 22 Seelah/notshown:
Spoiler:
Hourglass Card 22 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 23 Meliski/Zalarian:
Spoiler:
Hourglass Card 23 Meliski/Zalarian
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Reiko/eddiephlash:
Spoiler:
Hourglass Card 24 Reiko/eddiephlash
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 25 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 25 Harsk/TheGreatNateO
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 26 Seelah/notshown:
Spoiler:
Hourglass Card 26 Seelah/notshown
Runewell's Echo
None
Loot P
Type: Blessing
Traits:
Divine
Blessing
Lissala
To Acquire:

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

Hourglass Card 27 Meliski/Zalarian:
Spoiler:
Hourglass Card 27 Meliski/Zalarian
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 28 Reiko/eddiephlash:
Spoiler:
Hourglass Card 28 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 29 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 29 Harsk/TheGreatNateO
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Courtyard Card 1:
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Courtyard Card 2:
Potion of Healing
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Courtyard Card 3:
Warrior of Wrath
RotR
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Courtyard Card 4:
Frost Longbow +1
RotR
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
Courtyard Card 5:
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.
Courtyard Card 6:
Enchanter
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Courtyard Card 7:
Magic Spyglass
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Courtyard Card 8:
Magic Studded Leather Armor
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Courtyard Card 9:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Courtyard Card 10:
Scout
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Location #2: Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Festering Maze of Sloth Card 1:
Large Chest
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Festering Maze of Sloth Card 2:
Wand of Shield
RotR
Item 1
Traits:
Arcane
Magic
Wand
To Acquire:
Intelligence
Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Festering Maze of Sloth Card 3:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Festering Maze of Sloth Card 4:
Ogre
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Festering Maze of Sloth Card 5:
Swipe
RotR
Spell 3
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Festering Maze of Sloth Card 6:
Scout
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Festering Maze of Sloth Card 7:
Warrior of Wrath
RotR
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Festering Maze of Sloth Card 8:
Grizzled Mercenary
RotR
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Festering Maze of Sloth Card 9:
Fiery Weapon
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Festering Maze of Sloth Card 10:
Deathweb
RotR
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

Location #3: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Shrine to Lamashtu Card 1:
Incendiary Cloud
RotR
Spell 3
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Shrine to Lamashtu Card 2:
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.
Shrine to Lamashtu Card 3:
Ogre
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Shrine to Lamashtu Card 4:
Necromantic Deathtrap
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
Shrine to Lamashtu Card 5:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Shrine to Lamashtu Card 6:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Shrine to Lamashtu Card 7:
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.
Shrine to Lamashtu Card 8:
Ruyla
None
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Shrine to Lamashtu Card 9:
Grazuul
RotR
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
Shrine to Lamashtu Card 10:
Large Chest
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Location #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: Harsk/TheGreatNateO, Meliski/Zalarian, None
Thassilonian Library Card 1:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Thassilonian Library Card 2:
Frost Ray
RotR
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Thassilonian Library Card 3:
Lightning Bolt
RotR
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Thassilonian Library Card 4:
Sheriff Hemlock
RotR
Ally B
Traits:
Human
Warrior
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
Thassilonian Library Card 5:
Muck Graul
RotR
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
Thassilonian Library Card 6:
Mirror Image
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Thassilonian Library Card 7:
Hand Chopper
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
Thassilonian Library Card 8:
Warrior of Wrath
RotR
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Thassilonian Library Card 9:
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.
Thassilonian Library Card 10:
Hill Giant
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

Location #5: Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seelah/notshown, None
Guard Tower Card 1:
Locked Stone Door
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Guard Tower Card 2:
Ring of Protection
RotR
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
Guard Tower Card 3:
Dagger +1
RotR
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Guard Tower Card 4:
Magic Studded Leather Armor
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Guard Tower Card 5:
Zuvuzeg
RotR
Ally 5
Traits:
Demon
Outsider
To Acquire:
Arcane
Divine 18
If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
Discard this card to explore your location.
Guard Tower Card 6:
Wyvern
RotR
Monster 4
Traits:
Dragon
To Defeat:
Combat 16
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
Guard Tower Card 7:
Frost Longbow +1
RotR
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
Guard Tower Card 8:
Warrior of Wrath
RotR
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Guard Tower Card 9:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Guard Tower Card 10:
Ameiko Kaijitsu
RotR
Ally 1
Traits:
Bard
Human
Rogue
To Acquire:
Charisma
Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.


Human Saboteur Ninja, Tier 6, Deck Handler

Start turn, hour is Pharasma. Skip Move step. Explore Courtyard card 1: Winged Shield. Lvl 5, so ask Harsk for their BoCC to double bless.
Con 10: 3d6 ⇒ (4, 4, 5) = 13 Acquired!

Discard Wayfarer to explore, adding 2d6 to checks. Card 2: Potion of Healing.
Int 5: 1d6 + 2d6 ⇒ (3) + (4, 4) = 11 Acquired.

Discard Forensic Physician to explore, first healing Wayfarer. Card 3: Warrior of Wrath.
Reveal Fluid for both BYAs, location and Monster.

Acro 8: 1d10 + 6 + 1d8 + 2 ⇒ (10) + 6 + (4) + 2 = 22 Auto success
Acro 12: 1d10 + 6 + 1d8 + 2 ⇒ (6) + 6 + (6) + 2 = 20 Success
For combat, reveal and recharge fighting fan. Reveal Fluid for Poison power. Also use Harsk support
Combat 20: 1d10 + 6 + 1d4 + 1 + 1d12 + 1d8 + 2 + 1d4 + 1 ⇒ (2) + 6 + (2) + 1 + (11) + (1) + 2 + (3) + 1 = 29 Defeated!
Display Steal soul

Attempt to close. Use power to reveal fluid.
Acro 10: 1d10 + 6 + 1d8 + 2 + 1d4 ⇒ (4) + 6 + (7) + 2 + (2) = 21 Auto-success

End turn. Discard Winged Shield to move to Shrine. Reset hand, drawing 4

Reiko wrote:

Hand: Shozoku of the Night Wind, Embalming Fluid, Double Chicken Saber + 1, Bo Abadar, Bo Savored Sting, Bo Pallid Princess, Wayfarer,

Displayed: Steal Soul,
Deck: 12 Discard: 2 Buried: 0
Notes: Blessings available: Abadar bless x2 vs barriers, Pallis Princess bless x2 on Fort/Undead/Poison, Savored Sting blesses with highest of (d4, d6, d8, d10), Local Weapon/Armor/Item acquisitions can be turned into heals.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3

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

Hero Points: 4

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Harsk: Used BoCC and 1 support fire
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Location #1: Courtyard CLOSED
Harsk - Location #2: Festering Maze of Sloth
Reiko - Location #3: Shrine to Lamashtu
Meliski - Location #4: Thassilonian Library
Seelah - Location #5: Guard Tower

Grand Lodge

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

Out of Turn Updates: Discard: Blessing of Cayden Cailean and Recharged: Legionnaire Chaplain for Reiko turn.
Turn Order: ,Reiko, Harsk, Seelah, Meliski
Turn: # 2 - Hour is: Blessing of Erastil
Give Card: None
Move: Skip Move turn
Explore: Thassilonian Library Card 1 - Blessing of the Gods (Blessing B)

I auto Acquire Blessing of the Gods

I will end my turn and Examine: Thassilonian Library Card 2 - Frost Ray (Spell 1)
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 2 Card(s)

Harsk wrote:

Hand: Blessing of Abadar, Navigator Musket +1, Monkey, Blessing of the Gods, Ophidian Armor, Venomous Heavy Crossbow +2, Blessing of Milani (1),

Displayed: Dragonbreath Shot,
Deck: 13 Discard: 1 Buried: 0

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Deathbane Light Crossbow +1, Blessing of Milani (2), Bombardier Bow, Humanbane Crossbow +2, Blessing of Gozreh, Masterwork Tools, Archer's Bracers, Hatchetbird, Returning Throwing Axe +1, Gem of Physical Prowess, Blessing of Angradd
Recharged: Legionnaire Chaplain,
Discard Pile: Blessing of Cayden Cailean,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[X] When you move during your move step, you may examine the top card of your new location deck ([ ]and shuffle it into that deck).
[X] When a monster deals damage to you before ([X] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Grand Lodge Faction Reward:

[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Location #1: Courtyard CLOSED
Location #2: Festering Maze of Sloth
Reiko - Location #3: Shrine to Lamashtu
Harsk, Meliski - Location #4: Thassilonian Library 2-10 remain // 2: Frost Ray (Spell 1)
Seelah - Location #5: Guard Tower


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

Out of Turn Updates: none
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn 3: Card 2: Blessing of Lamashtu

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. Seelah is alone at the Guard Tower.

I display Four Mirror Armor.

Location condition At the start of your turn, summon and encounter a Bandit henchman.

Bandit Henchman:
Monster
Traits: Human, Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.

I recharge Mass Cure, then enjoy auto-victory using the Pillaging Mace (1d10+6 + 1d8+1). Per Pillaging Mace, I examine the top card of the location: Card 1 - Locked Stone Door (Barrier 2); not a boon.

Give Card: none

Move:
Scenario condition
At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced. I skip my Move step.

Explore: Card 1 - Locked Stone Door

Locked Stone Door:
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.

Meliksi discards his Blessing of Abadar.

Combat Breakdown:
Combat 22+5=27
Strength Melee 1d10+6
Impaler of Thorns 1d8+2
Meliski's Blessing of Abadar 1d10

Combat 27: 1d10 + 6 + 1d8 + 2 + 2d10 ⇒ (4) + 6 + (7) + 2 + (3, 1) = 23 Fail. I discard Impaler of Thorns to reroll all dice:

Combat 27: 1d10 + 6 + 1d8 + 2 + 2d10 ⇒ (6) + 6 + (1) + 2 + (3, 10) = 28 Success! I examine the top card of the location deck: Card 2 - Ring of Protection (Item 2). I send it to the bottom of the deck, end my turn, and reset my hand (3 cards).

Seelah wrote:

Hand: Pillaging Mace, Kabuto Helmet, Hatchet Bird, Blessing of the Samurai, Grappler's Mask, Fanged Falchion, Legionnaire Chaplain,

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Demonbane Longsword +2, Knight's Pennon, Fortified Breastplate, Dwarven Earthbreaker +1, Blessing of Angradd, Scribe, Blessing of Tsukiyo, Mighty Steed, Helm of the Valkyrie, Mokmurian's Club, Blessing of the Lord in Iron
Recharged: Mass Cure,
Discard Pile: Impaler of Thorns,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3

Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)

At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.

[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.

[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).

[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.

[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Meliksi: Discard BoAbadar on Turn 3
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Location #1: Courtyard CLOSED
Location #2: Festering Maze of Sloth
Reiko - Location #3: Shrine to Lamashtu
Harsk, Meliski - Location #4: Thassilonian Library 2-10 remain // 2: Frost Ray (Spell 1)
Seelah - Location #5: Guard Tower 2-10 remain // 2: Ring of Protection (Item 2)

Liberty's Edge

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

Out of Turn Updates: Discard Blessing of Abadar for Seelah

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 4 - 3 - Blessing of Irori
SOT: None
Will examine top card of local character (Harsk) and leave it there (returning throwing axe)

Give Card: None

Will discard Scrying spell to choose card type Spell and examine top 3 cards of location Thassilonian Library
Thassilonian Library Card 2: Frost Ray
Thassilonian Library Card 3: Lightning Bolt
Thassilonian Library Card 4: Sheriff Hemlock
Will then choose to put followoing cards on Bottom of deck:
Thassilonian Library Card 3: Lightning Bolt
Thassilonian Library Card 2: Frost Ray

Random Thassilonian Library card: 1d7 + 3 ⇒ (7) + 3 = 10 TBD

Sure you want to move?:
At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Move: Will stay at Th. Library

Location Powers: If you acquire a spell, reset your hand and end your turn.
Explore: Thassilonian Library Card 10: Hill Giant

Hill Giant:

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

Will discard BoThoth to bless
Melee Combat Check DC 15: 1d8 + 2 + 1d6 + 1d8 ⇒ (1) + 2 + (4) + (8) = 15 Success

I will bury Emerald Codex and draw 3 spells to display. According to glossary, acquire means to hand and these spells are displayed:

Detect Evil:

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

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.

Consecration:

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

Will banish Detect Evil to use
Random Th. Library Card: 1d6 + 3 ⇒ (4) + 3 = 7 Thassilonian Library Card 7: Hand Chopper
"Dat be evil but dinnae radiate it!"

Will discard blessing of Sivanah to explore
Explore: Thassilonian Library Card 7: Hand Chopper

Hand Chopper:

RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Will discard Blessing of Milani for check
Disable Check DC 12: 1d6 + 2 + 2d6 ⇒ (2) + 2 + (6, 4) = 14 Success

Will choose to draw Item

Staff of Minor Healing:

RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Will recharge staff to recharge a random card in my discard (Bless of Sivanah)

Will then cast cure on self
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (1) + 1 = 2 Abadar remains in discard

Reminder of Scenario changes:
At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.
Recharge Scrying DC 12: 1d10 + 4 ⇒ (7) + 4 = 11 Scrying spell is discarded
Recharge Cure Spell DC 8: 1d10 + 4 ⇒ (8) + 4 = 12 Spell is recharged

Meliski resets his hand

Meliski wrote:

Hand: Old Salt, BoThoth, al2Cleric of Nethys, Headband of Alluring Charisma, s4Fire Snake, Wayfarer, s5Fly,

Displayed: Consecration, Scrying2,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 6
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Binder's Tome, BoSivanah, b1Blessing of Nethys, s2Cloudburst, Bolstering Armor, Staff of Minor Healing, 2 BoAbadar, Samisen of Oracular Vision, BoMilani, Vampire Bat, s3Life Drain#Core
Recharged: s1Cure#Core,
Discard Pile: 1 BoAbadar, s6Scrying,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

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

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Location #1: Courtyard CLOSED
Location #2: Festering Maze of Sloth
Reiko - Location #3: Shrine to Lamashtu
Harsk, Meliski - Location #4: Thassilonian Library (random 4,5,6,8,9),3,2 remain // 2: Frost Ray (Spell 1), 3: Lightning Bolt (Sp2)
Seelah - Location #5: Guard Tower 3-10, 2 remain // 2: Ring of Protection (Item 2)


Human Saboteur Ninja, Tier 6, Deck Handler

Start turn, hour is card 4: Blessing of Desna. Skip move step. Explore card 1: Incendiary Cloud. Steal Soul adds d4.
Int 8: 1d6 + 1d4 ⇒ (6) + (1) = 7 Fail

Discard Wayfarer to explore card 2: Blessing of the Gods. 2 Mental damage, discard Shozoku and Savored Sting, then auto-acquire.

Discard Botg to explore card 3: Ogre. Reveal saber and embalming fluid for poison power. Steal Soul adds d4.
Combat 14: 1d10 + 6 + 1d8 + 1 + 1d8 + 1 + 1d4 ⇒ (2) + 6 + (1) + 1 + (7) + 1 + (4) = 22 d8=1 becomes 3, 24. Still defeated!
Saber discards itself.

End turn. Reset hand, draw 4.

Reiko wrote:

Hand: Embalming Fluid, Bo Abadar, Bo Pallid Princess, Boots of Alacrity, Venomous Dagger +2, Sacred Candle, Wayfinder,

Displayed: Steal Soul,
Deck: 8 Discard: 7 Buried: 0
Notes: Sacred candle will draw a Blessing 5 if its the hour. Blessings available: Abadar bless x2 vs barriers, Pallid Princess bless x2 on Fort/Undead/Poison, Local Weapon/Armor/Item acquisitions can be turned into heals.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3

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

Hero Points: 4

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Location #1: Courtyard CLOSED
Location #2: Festering Maze of Sloth 1-10 remain
Reiko - Location #3: Shrine to Lamashtu 4-10 remain
Harsk, Meliski - Location #4: Thassilonian Library (random 4,5,6,8,9),3,2 remain // 2: Frost Ray (Spell 1), 3: Lightning Bolt (Sp2), 4: Sheriff Hemlock
Seelah - Location #5: Guard Tower 3-10, 2 remain // 2: Ring of Protection (Item 2)

Liberty's Edge

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

At End of Reiko's turn will do the following:

Will Banish Scrying spell to choose card type Monster and examine top 3 cards of location Th. Library
random 4,5,6,8,9: 1d5 ⇒ 3 Thassilonian Library Card 6: Mirror Image
random 4,5,6,8,9: 1d4 ⇒ 2 Thassilonian Library Card 5: Muck Graul
random 4,5,6,8,9: 1d3 ⇒ 1 Thassilonian Library Card 4: Sheriff Hemlock
Will then choose to put Muck Graul on Bottom of deck

Liberty's Edge

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

On harsk's turn may cast fly on him depending on what he finds.
Harsk stays at location and examines top card.

Random Th. Library card: 4,6,8,9: 1d4 ⇒ 3 Thassilonian Library Card 8: Warrior of Wrath

"All yours Cuz!"
Harsk replies ""Da Librarian wants a spell.""

Will discard Fly spell to examine 2 locations and optionally may move a character at current location to different location
Festering Maze of Sloth Card 1: Large Chest
Shrine to Lamashtu Card 4: Necromantic Deathtrap
will Move Harsk to Festering Maze of Sloth

Meliski reveals headband of alluring charisma to add 1 to check
Recharge Fly DC 10: 1d10 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Fly spell is recharged

Grand Lodge

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

Out of Turn Updates: Moved to Festering Maze of Sloth
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 6 - Hour is: Blessing of the Gods
Give Card: None
Move: Skip
Explore: Festering Maze of Sloth Card 1 - Large Chest (Barrier B)

Large Chest:

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.

For Large Chest, I will Use my Dexterity Skill (1d10+3) and Discard: Blessing of Abadar (2d10). Check to defeat is DC 14
Large Chest - Dexterity DC 14: 3d10 + 3 ⇒ (9, 5, 6) + 3 = 23 - Success
Random Weapons: 1d4 ⇒ 1 - Heavy Pick +1 is added to my hand.

I will Discard: Blessing of the Gods to Explore: Festering Maze of Sloth Card 2 - Wand of Shield (Item 1). I will Auto Fail check.

I will end my turn and Examine: Festering Maze of Sloth Card 3 - Blessing of the Gods (Blessing B)
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 1 Card(s)

Harsk wrote:

Hand: Heavy Pick +1, Navigator Musket +1, Monkey, Returning Throwing Axe +1, Ophidian Armor, Venomous Heavy Crossbow +2, Blessing of Milani (1),

Displayed: Dragonbreath Shot,
Deck: 12 Discard: 3 Buried: 0

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hatchetbird, Humanbane Crossbow +2, Gem of Physical Prowess, Archer's Bracers, Masterwork Tools, Blessing of Angradd, Deathbane Light Crossbow +1, Bombardier Bow, Blessing of Gozreh, Blessing of Milani (2)
Recharged: Legionnaire Chaplain,
Discard Pile: Blessing of Cayden Cailean, Blessing of Abadar, Blessing of the Gods,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[X] When you move during your move step, you may examine the top card of your new location deck ([ ]and shuffle it into that deck).
[X] When a monster deals damage to you before ([X] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Grand Lodge Faction Reward:

[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Random Card(s) Used: Weapon 1
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Location #1: Courtyard CLOSED
Harsk - Location #2: Festering Maze of Sloth 3-10 remain // 3=Blessing of the Gods
Reiko - Location #3: Shrine to Lamashtu 4-10 remain // 4=Necromantic Deathtrap
Meliski - Location #4: Thassilonian Library 8, (random 4,6,9),3,2, 5 remain // 2: Frost Ray (Spell 1), 3: Lightning Bolt (Sp2), 4: Sheriff Hemlock, 5= Muck Graul, 6=Mirror Image, 8=Henchman
Seelah - Location #5: Guard Tower 3-10, 2 remain // 2: Ring of Protection (Item 2)


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

Out of Turn Updates: none
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn 7: Card 6: 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. Seelah is alone at the Guard Tower.

Location condition At the start of your turn, summon and encounter a Bandit henchman.

Bandit Henchman:
Monster
Traits: Human, Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.

I recharge Kabuto Helmet, then enjoy auto-victory using the Pillaging Mace (1d10+6 + 1d8+1). Per Pillaging Mace, I examine the top card of the location: Card 3 - Dagger +1 (Weapon 1); it is a boon, so I draw it.

Continuing with SoT, I examine the top card of the location: Card 4 - Magic Studded Leather Armor (Armor 3). I put it on the bottom of the deck and add 1d6 to my next check this turn.

Give Card: none

Move:
Scenario condition
At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced. I skip my Move step.

Explore: Card 5 - Zuvuzeg

Zuvuzeg:
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.

I recharge Grappler's Mask to use Melee instead of Divine, then recharge Blessing of the Samurai to add one die.
Melee 18: 2d8 + 6 + 1d6 ⇒ (2, 6) + 6 + (1) = 15 *sigh*

I am using my Ultra•PRO Pathfinder Adventure Card Game Character Mat to reroll the 1d6.
Melee 18: 14 + 1d6 ⇒ 14 + (1) = 15 same

I discard Legionnaire Chaplain to explore Card 6 - Wyvern.

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

I'll take remote combat support from Harsk to add 1d4+1.

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

Combat 16: 1d10 + 6 + 2d4 + 2 + 1d4 + 1 ⇒ (3) + 6 + (1, 3) + 2 + (2) + 1 = 18 Victory!

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

Seelah wrote:

Hand: Pillaging Mace, zDagger +1, Hatchet Bird, Fanged Falchion, Knight's Pennon, Mokmurian's Club, Demonbane Longsword +2,

Displayed: Four-Mirror Armor,
Deck: 12 Discard: 2 Buried: 0
Hero Points:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scribe, Blessing of the Lord in Iron, Blessing of Angradd, Mighty Steed, Dwarven Earthbreaker +1, Helm of the Valkyrie, Blessing of Tsukiyo, Fortified Breastplate
Recharged: Mass Cure, Kabuto Helmet, Grappler's Mask, Blessing of the Samurai,
Discard Pile: Impaler of Thorns, Legionnaire Chaplain,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3

Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)

At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.

[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.

[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).

[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.

[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Harsk: Recharge a card for support on turn 7
Notes for Seelah: Mat reroll used
Random Card(s) Used: Weapon 1
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Location #1: Courtyard CLOSED
Harsk - Location #2: Festering Maze of Sloth 3-10 remain // 3=Blessing of the Gods
Reiko - Location #3: Shrine to Lamashtu 4-10 remain // 4=Necromantic Deathtrap
Meliski - Location #4: Thassilonian Library 8, (random 4,6,9),3,2, 5 remain // 2: Frost Ray (Spell 1), 3: Lightning Bolt (Sp2), 4: Sheriff Hemlock, 5= Muck Graul, 6=Mirror Image, 8=Henchman
Seelah - Location #5: Guard Tower 7-10, 2, 4 remain // 2: Ring of Protection; 4: Magic Studded Leather

Liberty's Edge

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

Out of Turn Updates: None

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 8 - Hourglass Card 7 Meliski/Zalarian Blessing of Shelyn
SOT: None
May examine top card of local character; then you may exchange it for a card in my hand.

Give Card: None

Sure you want to move?:
At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Move: Stay at Thassilonian Library

Will skip free explore and discard Wayfarer to explore

Location Powers: If you acquire a spell, reset your hand and end your turn.
Explore: Thassilonian Library Card 8: Warrior of Wrath

Warrior of Wrath:

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

Dexterity Check DC 12: 1d6 + 2d6 ⇒ (3) + (6, 1) = 10 Not Quite
Dexterity Check DC 12 PAIZO reroll: 9 + 1d6 ⇒ 9 + (2) = 11 No Success - discard headband for 1 fire damage
Will recharge Old salt to add 5 to check
Melee Combat Check DC 20: 1d8 + 2 + 1d6 + 2d6 + 5 ⇒ (7) + 2 + (2) + (3, 5) + 5 = 24 Success
For the close, will banish fire snake

Reminder of Scenario changes:
At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.

Meliski resets his hand.

"

Meliski wrote:

Hand: al2Cleric of Nethys, BoThoth, 2 BoAbadar, b1Blessing of Nethys, Binder's Tome, s3Life Drain#Core, BoSivanah,

Displayed: Consecration,
Deck: 9 Discard: 4 Buried: 1
Hero Points: 6
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Samisen of Oracular Vision, Vampire Bat, Staff of Minor Healing, Bolstering Armor, s2Cloudburst, BoMilani
Recharged: s1Cure#Core, s5Fly, Old Salt,
Discard Pile: 1 BoAbadar, s6Scrying, Wayfarer, Headband of Alluring Charisma,
Buried Pile: Emerald Codex,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

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

"

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Harsk: Recharge a card for support on turn 7
Notes for Seelah: Mat reroll used
Notes for Meliski: Mat reroll used
Random Card(s) Used: Weapon 1
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Location #1: Courtyard CLOSED
Harsk - Location #2: Festering Maze of Sloth 3-10 remain // 3=Blessing of the Gods
Reiko - Location #3: Shrine to Lamashtu 4-10 remain // 4=Necromantic Deathtrap
Meliski - Location #4: Thassilonian Library CLOSED
Seelah - Location #5: Guard Tower 7-10, 2, 4 remain // 2: Ring of Protection; 4: Magic Studded Leather


Human Saboteur Ninja, Tier 6, Deck Handler

Start turn. Hour is card 8: Torag. Skip Move step. Explore card 4: Necromantic Deathtrap. Reveal Fluid for poison power. Steal Soul adds d4.
Dex 14: 1d10 + 3 + 1d8 + 2 + 1d4 ⇒ (8) + 3 + (6) + 2 + (3) = 22 Defeated!

Discard Boots to explore card 5: Mercenary. Reveal Dagger and Fluid.
Combat 10 + # = 15: 1d10 + 5 + 1d4 + 2 + 1d8 + 2 + 1d4 ⇒ (10) + 5 + (2) + 2 + (5) + 2 + (4) = 30 Defeated.

Discard Wayfinder to examine top card: Blessing of the Gods. Shuffle deck. Explore
Rando Shrine card: 1d5 + 5 ⇒ (2) + 5 = 7 Blessing of Norgorber. Take 2 damage, discarding Candle and Pallid Princess.
Divine 5: 2d4 ⇒ (1, 3) = 4 Failed

End turn. Reset hand, drawing 4

Reiko wrote:

Hand: Embalming Fluid, Bo Abadar, Venomous Dagger +2, Master Cartman, Cloak of Daggers, Potion of Healing, Materialize,

Displayed: Steal Soul,
Deck: 4 Discard: 11 Buried: 0

Use Potion to Heal: 1d4 ⇒ 2: Wayfarer, BotG. Deck shuffled.

Reiko wrote:

Hand: Embalming Fluid, Bo Abadar, Venomous Dagger +2, Master Cartman, Cloak of Daggers, Materialize,

Displayed: Steal Soul,
Deck: 6 Discard: 9 Buried: 0
Notes: Blessings available: Abadar bless x2 vs barriers, Local Weapon/Armor/Item acquisitions can be turned into heals.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3

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

Hero Points: 4

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Harsk: Recharge a card for support on turn 7
Notes for Seelah: Mat reroll used
Notes for Meliski: Mat reroll used
Random Card(s) Used: Weapon 1
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Location #1: Courtyard CLOSED
Harsk - Location #2: Festering Maze of Sloth 3-10 remain // 3=Blessing of the Gods
Reiko - Location #3: Shrine to Lamashtu (6, 8-10) All shuffled remain // 6=Blessing of the Gods
Meliski - Location #4: Thassilonian Library CLOSED
Seelah - Location #5: Guard Tower 7-10, 2, 4 remain // 2: Ring of Protection; 4: Magic Studded Leather

The Exchange

During This Adventure:

During This Scenario: At the start of your turn, either skip your move step or you are
dealt 1d4 Mental damage that cannot be reduced.

Additional Rules: Story Banes:

Ruyla:

None Villain 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 23 THEN Combat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.

Warrior of Wrath:

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

Bandit:

RotR Henchman B
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

Scenario Level (#): 5

Turn: 10, Harsk/TheGreatNateO

Random Cards:

Monsters
Spoiler:
Mammoth
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Spoiler:
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Spoiler:
Harpy
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.

Spoiler:
Skull Ripper
RotR
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skull Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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

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

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

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

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

Spoiler:
Locked Stone Door
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

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

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

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

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

Spoiler:
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.

Spells
Spoiler:
Enfeeble
RotR
Spell 1
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

Spoiler:
Major Cure
RotR
Spell 3
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.

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

Spoiler:
Fire Sneeze
RotR
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song


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

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

Spoiler:
Lesser Bolstering Armor
RotR
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
Staff of Minor Healing
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

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

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

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

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

Spoiler:
Toad
RotR
Ally 1
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 7
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.

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

Spoiler:
Eagle
RotR
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Place this card on top of your deck to examine the top card of a location deck.

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

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

Spoiler:
Blessing of 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.

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

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

Current Hour:

Blessing of Calistria:
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.

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown:
Spoiler:
Hourglass Card 1 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Meliski/Zalarian:
Spoiler:
Hourglass Card 2 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Reiko/eddiephlash:
Spoiler:
Hourglass Card 3 Reiko/eddiephlash
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 4 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Seelah/notshown:
Spoiler:
Hourglass Card 5 Seelah/notshown
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 6 Meliski/Zalarian:
Spoiler:
Hourglass Card 6 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Reiko/eddiephlash:
Spoiler:
Hourglass Card 7 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 8 Harsk/TheGreatNateO
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 9 Seelah/notshown:
Spoiler:
Hourglass Card 9 Seelah/notshown
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 10 Meliski/Zalarian:
Spoiler:
Hourglass Card 10 Meliski/Zalarian
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 Reiko/eddiephlash:
Spoiler:
Hourglass Card 11 Reiko/eddiephlash
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 12 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Seelah/notshown:
Spoiler:
Hourglass Card 13 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Meliski/Zalarian:
Spoiler:
Hourglass Card 14 Meliski/Zalarian
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Reiko/eddiephlash:
Spoiler:
Hourglass Card 15 Reiko/eddiephlash
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 16 Harsk/TheGreatNateO
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 17 Seelah/notshown:
Spoiler:
Hourglass Card 17 Seelah/notshown
Runewell's Echo
None
Loot P
Type: Blessing
Traits:
Divine
Blessing
Lissala
To Acquire:

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

Hourglass Card 18 Meliski/Zalarian:
Spoiler:
Hourglass Card 18 Meliski/Zalarian
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 19 Reiko/eddiephlash:
Spoiler:
Hourglass Card 19 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 20 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 20 Harsk/TheGreatNateO
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Courtyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None

Festering Maze of Sloth Card 1 (Blessing of the Gods):
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Festering Maze of Sloth Card 2:
Ogre
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Festering Maze of Sloth Card 3:
Swipe
RotR
Spell 3
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Festering Maze of Sloth Card 4:
Scout
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Festering Maze of Sloth Card 5:
Warrior of Wrath
RotR
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Festering Maze of Sloth Card 6:
Grizzled Mercenary
RotR
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Festering Maze of Sloth Card 7:
Fiery Weapon
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Festering Maze of Sloth Card 8:
Deathweb
RotR
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

Location #3: 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
Shrine to Lamashtu Card 1:
Ruyla
None
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Shrine to Lamashtu Card 2:
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.
Shrine to Lamashtu Card 3:
Grazuul
RotR
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
Shrine to Lamashtu Card 4:
Large Chest
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Location #4: Thassilonian Library
Closed
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: Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seelah/notshown, None

Guard Tower Card 1:
Frost Longbow +1
RotR
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
Guard Tower Card 2:
Warrior of Wrath
RotR
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Guard Tower Card 3:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Guard Tower Card 4:
Ameiko Kaijitsu
RotR
Ally 1
Traits:
Bard
Human
Rogue
To Acquire:
Charisma
Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Guard Tower Card 5 (Ring of Protection):
Ring of Protection
RotR
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
Guard Tower Card 6 (Magic Studded Leather Armor):
Magic Studded Leather Armor
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Grand Lodge

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

Out of Turn Updates: On Seelah turn I Recharge: Heavy Pick +1
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn: # 10 - Hour is: Blessing of Calistria
Give Card: None
Move: Skip Move Step
Explore: Festering Maze of Sloth Card 1 - Blessing of the Gods (Blessing B)

I will auto acquire Blessing of the Gods

I will Discard: Blessing of the Gods - 2 and Explore: Festering Maze of Sloth Card 2 - Ogre (Monster B)

Ogre:

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

For Combat check I will use my Ranged skill (1d10+6) Reveal: Venomous Heavy Crossbow +2 (1d10+2)
Orge - Combat DC 14: 2d10 + 8 ⇒ (1, 7) + 8 = 16 - Success

I will end my turn and Examine: Festering Maze of Sloth Card 3 - Swipe (Spell 3)
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 1 Card(s)

Harsk wrote:

Hand: Blessing of Gozreh, Navigator Musket +1, Monkey, Returning Throwing Axe +1, Ophidian Armor, Venomous Heavy Crossbow +2, Blessing of Milani (1),

Displayed: Dragonbreath Shot,
Deck: 12 Discard: 4 Buried: 0
Current Location: Festering Maze of Sloth

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hatchetbird, Blessing of Angradd, Gem of Physical Prowess, Masterwork Tools, Archer's Bracers, Blessing of Milani (2), Bombardier Bow, Deathbane Light Crossbow +1, Humanbane Crossbow +2
Recharged: Legionnaire Chaplain, Heavy Pick +1,
Discard Pile: Blessing of Cayden Cailean, Blessing of Abadar, Blessing of the Gods - 1, Blessing of the Gods - 2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[X] When you move during your move step, you may examine the top card of your new location deck ([ ]and shuffle it into that deck).
[X] When a monster deals damage to you before ([X] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Grand Lodge Faction Reward:

[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 1
Notes for Seelah: Mat reroll used
Notes for Meliski: Mat reroll used
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Location #1: Courtyard CLOSED
Harsk - Location #2: Festering Maze of Sloth 3-8 remain // 3=Swipe (Spell 3)
Reiko - Location #3: Shrine to Lamashtu 1-4 remain
Meliski - Location #4: Thassilonian Library CLOSED
Seelah - Location #5: Guard Tower 1-6 remain // 5: Ring of Protection; 6: Magic Studded Leather


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

Out of Turn Updates: Knight's Pennon was displayed on turn 8.
Turn Order: Reiko, Harsk, Seelah, Meliski
Turn 11: 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. Seelah is alone at the Guard Tower.

Location condition At the start of your turn, summon and encounter a Bandit henchman.

Bandit Henchman:
Monster
Traits: Human, Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.

I recharge Demonbane Longsword +2, then enjoy auto-victory using the Pillaging Mace (1d10+6 + 1d8+1). Per Pillaging Mace, I examine the top card of the location: Card 1 - Frost Longbow +1 (Weapon 3); it is a boon, so I draw it.

Continuing with SoT, I examine the top card of the location: Card 2 - Warrior of Wrath (Henchman 5).

Give Card: none

Move:
Scenario condition
At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced. I skip my Move step.

Explore: Card 2 - Warrior of Wrath

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

I auto-fail the Dex check and discard Pillaging Mace as damage.

Combat Breakdown:
Combat 20
Strength Melee 1d10+6
Mokmurian’s Club 1d10+2
Knight's Pennon w/ally (Reiko displays Master Cartman) +2

Combat 20: 1d10 + 6 + 1d10 + 2 + 2 ⇒ (8) + 6 + (10) + 2 + 2 = 28 Victory with Mokmurian's Club allows me to recharge a random card from my discard pile: Legionnaire Chaplain.

I auto-succeed at the closing check (Str 5).

I discard Hatchet Bird to move to Festering Maze of Sloth and explore Card 3 - Swipe.
Divine 6: 1d8 + 3 ⇒ (7) + 3 = 10 Acquired!

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

Seelah wrote:

Hand: zDagger +1, zFrost Longbow +1, zSwipe, Fanged Falchion, Mokmurian's Club, Fortified Breastplate, Blessing of the Lord in Iron,

Displayed: Four-Mirror Armor, Knight's Pennon,
Deck: 12 Discard: 3 Buried: 0
Hero Points:
NOTES:
Available Support: Pennon is displayed!
Movement: All cards in hand available for local and remote support.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Tsukiyo, Scribe, Mighty Steed, Dwarven Earthbreaker +1, Helm of the Valkyrie, Blessing of Angradd
Recharged: Mass Cure, Kabuto Helmet, Grappler's Mask, Blessing of the Samurai, Demonbane Longsword +2, Legionnaire Chaplain,
Discard Pile: Impaler of Thorns, Pillaging Mace, Hatchet Bird,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3

Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)

At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.

[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.

[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).

[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.

[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 10
Notes for Seelah: Mat reroll used
Notes for Meliski: Mat reroll used
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Location #1: Courtyard CLOSED
Harsk, Seelah - Location #2: Festering Maze of Sloth 4-8 remain
Reiko - Location #3: Shrine to Lamashtu 1-4 remain
Meliski - Location #4: Thassilonian Library CLOSED
Location #5: Guard Tower CLOSED

Liberty's Edge

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

Out of Turn Updates: Seelah explored after closing which isn't legal if the close happened during exploration phase. Easiest thing will be for Seelah to update hand based on this and have Meliski encounter card.

Turn Order: Meliski, Reiko, Harsk, Seelah
if random character, using Self as #1

Turn: 12- 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

Sure you want to move?:
At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Move: Library -> Festering Maze of Sloth
Mental Damage: 1d4 ⇒ 2 discard BoThoth,
2 BoAbadar

Location Powers: You may play no more than 1 card per check, regardless of type.
Explore: Festering Maze of Sloth Card 3: Swipe

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.

Divine Check DC 6 with tome: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (1) = 10 Auto Success

Will discard a2Cleric of Nethys to examine and rearrange top 2 cards of location and explore
Will put Festering Maze of Sloth Card 4: Scout onto top of location deck to explore first
Will put Festering Maze of Sloth Card 5: Warrior of Wrath below top card of location deck
Explore: Festering Maze of Sloth Card 4: Scout

Scout:

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

Can't reveal tome or anything like that
Life Drain Spell Combat Check DC 8+5=13 : 2d4 + 1d10 + 4 ⇒ (3, 4) + (3) + 4 = 14 Monster defeated
Random Card (1 BoAbadar) is shuffled into deck

Reminder of Scenario changes:
At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Meliski ends his turn.

Meliski attempts to recover all cards in his Recovery pile.
Recharge Life Drain DC 9 with tome: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (3) = 14 Spell is Recharged

Meliski resets his hand.

"

Meliski wrote:

Hand: Binder's Tome, b1Blessing of Nethys, BoSivanah, s2Cloudburst, 1 BoAbadar, s1Cure#Core, Swipe,

Displayed: Consecration,
Deck: 8 Discard: 6 Buried: 1
Hero Points: 6
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): s5Fly, Samisen of Oracular Vision, BoMilani, Staff of Minor Healing, Old Salt, Bolstering Armor, Vampire Bat
Recharged: s3Life Drain#Core,
Discard Pile: s6Scrying, Wayfarer, Headband of Alluring Charisma, BoThoth, 2 BoAbadar, al2Cleric of Nethys,
Buried Pile: Emerald Codex,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

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

"

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 10
Notes for Seelah: Mat reroll used
Notes for Meliski: Mat reroll used
Additional Info 1: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.

Location #1: Courtyard CLOSED
Harsk, Seelah, Meliski - Location #2: Festering Maze of Sloth 5-8 remain // 5=Henchman
Reiko - Location #3: Shrine to Lamashtu 1-4 remain
Location #4: Thassilonian Library CLOSED
Location #5: Guard Tower CLOSED


Human Saboteur Ninja, Tier 6, Deck Handler

Start turn 13, hour is card 3: Shelyn. Skip Move step. Explore Shrine card 1: Ruyla Villain!

Botting Harsk's Guard check, discarding Gozreh to double bless.
Fort 12: 3d10 + 3 ⇒ (5, 8, 1) + 3 = 17 Success!

First combat, Reveal Dagger, Bury coat. Reveal fluid for poison power. Steal Soul adds d4. Discard Mel's Abadar to bless. Take a recharge from Harsk, Also Harsk's Flaming Longbow.
Combat 23: 2d10 + 6 + 1d4 + 2 + 5d4 + 1d8 + 2 + 1d4 + 1d4 + 1 + 1d4 + 1 ⇒ (5, 10) + 6 + (4) + 2 + (1, 1, 2, 1, 2) + (7) + 2 + (2) + (4) + 1 + (3) + 1 = 54 Auto
Second combat, reveal and recharge dagger. Reveal Fluid for my poison power and its own power. Take a Swipe from Mel, a blessing from Seelah, and another recharge from Harsk. Steal Soul.
Combat 23 - 3 = 20: 2d10 + 6 + 1d4 + 2 + 1d12 + 1d8 + 2 + 2 + 1d4 + 1 + 1d4 ⇒ (7, 8) + 6 + (3) + 2 + (7) + (2) + 2 + 2 + (3) + 1 + (2) = 45 Auto

After using fluid, need to Bury top of deck: Venomous Fighting Fan +1. Will banish my Abadar to draw rando new blessing: Blessing of the Gods
Super bummer

Victory!

The Exchange

Let me know if I did something wrong.

Winged Shield (Armor 5)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Staff of Minor Healing (Item 1)
Potion of Healing (Item B)
Swipe (Spell 3)
Dagger +1 (Weapon 1)
Frost Longbow +1 (Weapon 3)
Heavy Pick +1 (Weapon 2)

Reward:
Loot: Staff of Hungry Shadows.

Adventure Reward:
For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Note this reward on your Chronicle sheet.

The Exchange

Development:

Long live Krune—Krune is dead! Or at least he remains missing, and the deranged cultists who wished to transfer his mind into your body are defeated. As Ruyla sputtered her last words, a shimmering blue gate opened near her. She crawled toward it, ostensibly to escape, but you made sure that didn’t happen.

Now you’ve quelled the danger here, and Rulya’s gate glimmers enticingly. Should you step through it, and hope that it deposits you
back on Hollow Mountain?

You’ve now defeated two runelords’ evil forces, and you’ve got nothing to lose. You leap through the portal, where adventure no doubt awaits!

2-6: The Shattered Blades of Alaznist

Choking darkness, black as far as the eye can see, envelops
you. Air comes in gasps, as if it’s threadbare and thin,
and the stone wall beside you vaults upward steeply.

When you leapt through the shimmering portal in the Sihedron
of Sloth, you expected the lush vista of a mountainside path to
greet you on the other side. Instead, it feels like you’ve stepped
back inside the mountain itself. What’s more, from the dizzying
effects you’re experiencing, it seems you’ve landed somewhere
near the peak.

Striking a torch alight, you shake the fog from your head. What
manner of unholy chambers have you managed to stumble upon
now? Stomach sinking, you realize that there’s no exit in sight.
There is only a narrow, roughly worked stone corridor ahead,
and no hints of signposts or alternate routes. A bad feeling starts
to sink in—until you recount all the heroics you’ve accomplished
so far. You’ve conquered Xin-Bakrakhan, survived Envy’s mighty
simulacrum, and stopped cultists from transferring the mind
of Sloth into your flesh! You’ve faced all the horrors Hollow
Mountain could throw your way, and you’ve not only survived—
you’ve thrived, and you’ve claimed more than a few priceless
treasures for your efforts. What’s one little walk through the
darkness in comparison?

Your heart full and optimism singing in your steps, you
wind your way through the narrow corridor. You navigate so
many twists and turns that you no longer have any sense of
the direction you’re headed, but the tunnel can’t stretch much
farther, you think.

Finally, the corridor widens into a cavern. A startling sight
greets you. Illuminated with a row of f lickering sconces is a
great marble wall, and in its center is a round vault door. Carved
prominently into the door is a symbol you recognize with
bafflement: the ancient Thassilonian rune for Gluttony. Below
the symbol is a sobering phrase: The Gravevault of Wrath.

Were the cavern unoccupied, a moment of panic may have
set in. But there’s no time for comparisons to the Wrathworks;
slumped in front of the vault is a blanched-faced woman, her
breastplate dinged and her shoulder bloodied. When she sees
you, her eyes flare to life, and the panic on her face is evident.
Scrabbling to her feet, she manages to blurt out in desperation.
“You’ve got to help me! My wife’s in there!”

2-6A: A Grim Contingency

Once the woman’s initial panic ebbs, she takes a deep
breath and holds her injured shoulder gingerly.
“Name’s Mayala,” she says, offering a polite nod in
greeting. “I didn’t mean to set upon you like that, it’s just… I’m at
a loss, if I’m being honest.”

“My wife and I are adventurers from Kaer Maga. For years,
Brynne has sat with some strange old stories she heard as a girl—
their family is descended from some sort of powerful Thassilonian
who was once an advisor to Zutha, the Runelord of Gluttony.
According to family lore, Brynne’s ancestor betrayed Zutha to the
Runelord of Wrath. He stole a buncha Zutha’s research and gave it
to Alaznist, supposedly on promises of great power from his new
mistress. But no one knows how it all turned out.

“Brynne was always desperate to find out the truth. So, I did
some research, and found out about this facility. We traveled all
the way to the mountain, fought a buncha horrifying things, and
found some sorta teleportation ring to the vault here. Only as we
tried to figure out the place, something happened to Brynne. It was
like she became a golem—she walked forward, ignoring my yells,
right through the stone vault! I tried to follow,” she points at her
bloodied shoulder, “but got only this for my effort!”
Panic again besets Mayala, but you do your best to calm her. Of
course you’ll help find Brynne, you assure her. And it takes you a
while, but eventually the creaky vault door opens.

But Brynne’s not inside. Instead, you’ve seemingly stumbled
into a graveyard—only the plots are empty, and standing in front
of you are rows of stinking, howling corpses, their bone-bows
trained on you unerringly, jaws slathering with hunger.
Things just got a lot more complicated.

The Exchange

During This Adventure:

During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

Additional Rules: Story Banes:

Baykok Lord:

Villain
Type: Monster
Traits: Undead
To Defeat: Combat 28 THEN Combat 28
The Baykok Lord is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you. After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.

Baykok:

Henchman
Type: Monster
Traits: Undead
To Defeat: Combat 24
The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 0, Harsk/TheGreatNateO

Random Cards:

Monsters
Spoiler:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

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

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

Spoiler:
Skull Ripper
RotR
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skull Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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

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

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

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

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

Spoiler:
Ambush
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Weapons
Spoiler:
Sickle +1
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
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.

Spoiler:
Scythe +1
RotR
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Spoiler:
Scythe +1
RotR
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

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

Spoiler:
Light Crossbow +1
RotR
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.

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

Spoiler:
Teleport
RotR
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

Spoiler:
Sign of Wrath
RotR
Spell 6
Traits:
Arcane
Attack
Divine
Force
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Spoiler:
Restoration
RotR
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

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

Spoiler:
Adamantine Plate Armor
RotR
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 14
Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Entropy Shield
RotR
Armor 6
Traits:
Arcane
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.
Bury this card to defeat a barrier with the Lock trait.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Lesser Bolstering Armor
RotR
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Greater Bolstering Armor
RotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Staff of Minor Healing
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Spoiler:
Staff of Heaven and Earth
RotR
Item 4
Traits:
Magic
Staff
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.

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

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

Spoiler:
Sihedron Ring
RotR
Item 6
Traits:
Accessory
Magic
Sihedron
To Acquire:
Constitution
Fortitude 7
OR Arcane 9
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

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

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


Spoiler:
Gyukak
RotR
Ally 6
Traits:
Giant
Outsider
Oni
To Acquire:
Charisma
Diplomacy 14
Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations.

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

Spoiler:
Velociraptor
RotR
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 14
Discard this card to explore your location; add 2d6 to your combat checks during this exploration.

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

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

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

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

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

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

Location #1: 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: Reiko/eddiephlash, Harsk/TheGreatNateO, Seelah/notshown, Meliski/Zalarian, None

Location #2: Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Location #4: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #6: Vault of Greed
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type in your hand.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

The Exchange

Location Story Banes (will include in future updates):

Wrathful Sinspawn:

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

Liberty's Edge

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

Meliski - 2-5E: Summoning Sloth

Loot
2-5D: Replace Wand of Flying with Emerald Codex

Starting Location Heptaric Locus

Starting Hand - Choosing Item as favored card

"

Meliski wrote:

Hand: Emerald Codex, s3Life Drain#Core, b1Blessing of Nethys, s6Scrying, BoMilani, Vampire Bat, Samisen of Oracular Vision,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wayfarer, BoSivanah, al2Cleric of Nethys, Binder's Tome, s4Fire Snake, s2Cloudburst, 1 BoAbadar, s5Fly, Headband of Alluring Charisma, Old Salt, Bolstering Armor, BoThoth, 2 BoAbadar, s1Cure#Core
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

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

"


Human Saboteur Ninja, Tier 6, Deck Handler

Nothing great here for Reiko, but I guess we'll start at Catacombs of Wrath. Draw starting hand, choosing poison.

Reiko wrote:

Hand: Embalming Fluid, Venomous Dagger +2, Materialize, Bo Urgathoa, Forensic Physician, Defending Sansetsukon +1, Blessing of Norgorbor,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Local Weapon/Armor/Item acquisitions can be turned into heals.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3

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

Hero Points: 5

Grand Lodge

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

Harsk- 2-6A: A Grim Contingency

Starting Location -
Location #4: Treacherous Cave

Starting Hand - Favored Card - Weapon

Harsk wrote:

Hand: Blessing of Gozreh, Deathbane Light Crossbow +1, Bombardier Bow, Masterwork Tools, Humanbane Crossbow +2, Blessing of Cayden Cailean, Blessing of Milani (2),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Treacherous Cave

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hatchetbird, Blessing of Milani (1), Monkey, Legionnaire Chaplain, Blessing of Angradd, Navigator Musket +1, Flaming Longbow +2, Blessing of Abadar, Ophidian Armor, Gem of Physical Prowess, Dragonbreath Shot, Archer's Bracers, Frost Longbow +1
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[X] When you move during your move step, you may examine the top card of your new location deck ([ ]and shuffle it into that deck).
[X] When a monster deals damage to you before ([X] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Grand Lodge Faction Reward:

[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

The Exchange

Starting Seelah at the Descrated Vault.

During This Adventure:

During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

Additional Rules: Story Banes:

Baykok Lord:

Villain
Type: Monster
Traits: Undead
To Defeat: Combat 28 THEN Combat 28
The Baykok Lord is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you. After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.

Baykok:

Henchman
Type: Monster
Traits: Undead
To Defeat: Combat 24
The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

Wrathful Sinspawn:

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

Scenario Level (#): 5

Turn: 1, Harsk/TheGreatNateO

Random Cards:

Monsters
Spoiler:
Mummy
RotR
Monster 5
Traits:
Mummy
Undead
To Defeat:
Combat 21
The Mummy is immune to the Cold and Poison traits.
Add 1d8 to attempts to defeat the Mummy with the Fire trait.
If undefeated, after the encounter, bury your discard pile.

Spoiler:
Deathweb
RotR
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

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

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

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

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

Spoiler:
Arcane Lock
RotR
Barrier 4
Traits:
Arcane
Lock
Magic
To Defeat:
Intelligence
Arcane 13
OR Combat 26
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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

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

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

Weapons
Spoiler:
Dagger +1
RotR
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

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

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

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

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

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

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

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

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

Spoiler:
Invoke
RotR
Spell 6
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
If you do not have the Divine skill, banish this card.

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

Spoiler:
Invincible Breastplate
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Arrow Catching Studded Leather
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Adamantine Plate Armor
RotR
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 14
Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Greater Bolstering Armor
RotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
Ring of Energy Resistance
RotR
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

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

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

Spoiler:
Eagle
RotR
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Place this card on top of your deck to examine the top card of a location deck.

Spoiler:
Maester Grump
RotR
Ally 2
Traits:
Human
To Acquire:
Charisma
Diplomacy 7
OR Wisdom
Divine 8
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.

Spoiler:
Sheriff Hemlock
RotR
Ally B
Traits:
Human
Warrior
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.

Spoiler:
Morgiv
RotR
Ally 6
Traits:
Enshrouded
To Acquire:
Charisma
Diplomacy 13
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.

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

Spoiler:
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown:
Spoiler:
Hourglass Card 1 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Meliski/Zalarian:
Spoiler:
Hourglass Card 2 Meliski/Zalarian
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 Reiko/eddiephlash:
Spoiler:
Hourglass Card 3 Reiko/eddiephlash
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 4 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 4 Harsk/TheGreatNateO
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 5 Seelah/notshown:
Spoiler:
Hourglass Card 5 Seelah/notshown
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 6 Meliski/Zalarian:
Spoiler:
Hourglass Card 6 Meliski/Zalarian
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Reiko/eddiephlash:
Spoiler:
Hourglass Card 7 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 8 Harsk/TheGreatNateO
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 9 Seelah/notshown:
Spoiler:
Hourglass Card 9 Seelah/notshown
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 10 Meliski/Zalarian:
Spoiler:
Hourglass Card 10 Meliski/Zalarian
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 Reiko/eddiephlash:
Spoiler:
Hourglass Card 11 Reiko/eddiephlash
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 12 Harsk/TheGreatNateO
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 13 Seelah/notshown:
Spoiler:
Hourglass Card 13 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Meliski/Zalarian:
Spoiler:
Hourglass Card 14 Meliski/Zalarian
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 15 Reiko/eddiephlash:
Spoiler:
Hourglass Card 15 Reiko/eddiephlash
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 16 Harsk/TheGreatNateO
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 17 Seelah/notshown:
Spoiler:
Hourglass Card 17 Seelah/notshown
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Meliski/Zalarian:
Spoiler:
Hourglass Card 18 Meliski/Zalarian
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 19 Reiko/eddiephlash:
Spoiler:
Hourglass Card 19 Reiko/eddiephlash
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 20 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 20 Harsk/TheGreatNateO
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Seelah/notshown:
Spoiler:
Hourglass Card 21 Seelah/notshown
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 22 Meliski/Zalarian:
Spoiler:
Hourglass Card 22 Meliski/Zalarian
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Reiko/eddiephlash:
Spoiler:
Hourglass Card 23 Reiko/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 24 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 24 Harsk/TheGreatNateO
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 25 Seelah/notshown:
Spoiler:
Hourglass Card 25 Seelah/notshown
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 26 Meliski/Zalarian:
Spoiler:
Hourglass Card 26 Meliski/Zalarian
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 27 Reiko/eddiephlash:
Spoiler:
Hourglass Card 27 Reiko/eddiephlash
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 28 Harsk/TheGreatNateO:
Spoiler:
Hourglass Card 28 Harsk/TheGreatNateO
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 29 Seelah/notshown:
Spoiler:
Hourglass Card 29 Seelah/notshown
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: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seelah/notshown, None

Desecrated Vault Card 1:
Succubus
RotR
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
Desecrated Vault Card 2:
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.
Desecrated Vault Card 3:
Crushing Door
RotR
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
Desecrated Vault Card 4:
Baykok
None
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Desecrated Vault Card 5:
Harpy
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Desecrated Vault Card 6:
Boots of Elvenkind
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Desecrated Vault Card 7:
Headband of Epic Intelligence
RotR
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence 7
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Desecrated Vault Card 8:
Zombie Giant
RotR
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
Desecrated Vault Card 9:
Troll
RotR
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
Desecrated Vault Card 10:
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.

Location #2: Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Meliski/Zalarian, None
Heptaric Locus Card 1:
Chainmail of Cold Resistance
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Heptaric Locus Card 2:
Runechill Hatchet +2
RotR
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Heptaric Locus Card 3:
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.
Heptaric Locus Card 4:
Skulking Vampire
RotR
Monster 6
Traits:
Rogue
Undead
Vampire
To Defeat:
Combat 22
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
Heptaric Locus Card 5:
Cape of Escape
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Heptaric Locus Card 6:
Reduction Field
RotR
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
Heptaric Locus Card 7:
Harpy
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Heptaric Locus Card 8:
Baykok
None
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Heptaric Locus Card 9:
Scout
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Heptaric Locus Card 10:
Demon Armor
RotR
Armor 6
Traits:
Fire
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
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 proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Ravenous Crypts of Gluttony Card 1:
Door Spike
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
Ravenous Crypts of Gluttony Card 2:
Reduction Field
RotR
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
Ravenous Crypts of Gluttony Card 3:
Ogre
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Ravenous Crypts of Gluttony Card 4:
Belt of Giant Strength
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Ravenous Crypts of Gluttony Card 5:
Warden of Thunder
RotR
Monster 6
Traits:
Giant
To Defeat:
Combat 23
The Warden of Thunder is immune to the Electricity trait.
Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
Damage dealt by the Warden of Thunder is dealt to each character at this location.
Ravenous Crypts of Gluttony Card 6:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Ravenous Crypts of Gluttony Card 7:
Poison Blast
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Ravenous Crypts of Gluttony Card 8:
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.
Ravenous Crypts of Gluttony Card 9:
Goblin Plate +1
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.

Ravenous Crypts of Gluttony Card 10:
Baykok Lord
None
Villain 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 28
THEN Combat 28
The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.

Location #4: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None
Treacherous Cave Card 1:
Elder Water Elemental
RotR
Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.
Treacherous Cave Card 2:
Longbow +1
RotR
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Treacherous Cave Card 3:
Magic Full Plate
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Treacherous Cave Card 4:
Breastplate of Fire Resistance
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Treacherous Cave Card 5:
Wand of Shield
RotR
Item 1
Traits:
Arcane
Magic
Wand
To Acquire:
Intelligence
Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Treacherous Cave Card 6:
Corroded Lock
RotR
Barrier 6
Traits:
Lock
To Defeat:
Dexterity
Disable 15
OR Combat 30
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Treacherous Cave Card 7:
Spiked Chain
RotR
Weapon B
Traits:
Chain
Finesse
Melee
Piercing
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Treacherous Cave Card 8:
Baykok
None
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Treacherous Cave Card 9:
Enchanter
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Treacherous Cave Card 10:
Luckstone
RotR
Item B
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 5
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Location #5: Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
Catacombs of Wrath Card 1:
Boots of Elvenkind
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Catacombs of Wrath Card 2:
Stone Giant
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
Catacombs of Wrath Card 3:
Abominable Snowman
RotR
Monster 6
Traits:
Yeti
To Defeat:
Combat 18
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
Catacombs of Wrath Card 4:
Baykok
None
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Catacombs of Wrath Card 5:
Returning Throwing Axe +1
RotR
Weapon B
Traits:
Axe
Magic
Ranged
Slashing
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
Catacombs of Wrath Card 6:
Grazuul
RotR
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
Catacombs of Wrath Card 7:
Grindylow
RotR
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12
The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Catacombs of Wrath Card 8:
Skulking Vampire
RotR
Monster 6
Traits:
Rogue
Undead
Vampire
To Defeat:
Combat 22
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
Catacombs of Wrath Card 9:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Catacombs of Wrath Card 10:
Locked Stone Door
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Location #6: Vault of Greed
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type in your hand.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Vault of Greed Card 1:
Token of Remembrance
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Vault of Greed Card 2:
Baykok
None
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Vault of Greed Card 3:
Werewolf
RotR
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Vault of Greed Card 4:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Vault of Greed Card 5:
Sihedron Ring
RotR
Item 6
Traits:
Accessory
Magic
Sihedron
To Acquire:
Constitution
Fortitude 7
OR Arcane 9
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
Vault of Greed Card 6:
Myriana
RotR
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10
Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.
Vault of Greed Card 7:
Scorching Ray
RotR
Spell 1
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
IntelligenceArcane 6
For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

Vault of Greed Card 8:
Greataxe
RotR
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Vault of Greed Card 9:
Necklace of Fireballs
RotR
Item 4
Traits:
Accessory
Attack
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Vault of Greed Card 10:
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.


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

Starting Hand
Seelah - 2-6: The Shattered Blades of Alaznist

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
Heptaric Locus

Starting Hand
Favored Card: Weapon

Seelah wrote:

Hand: Fanged Falchion, Impervious Fortress Plate, Mokmurian's Club, Four-Mirror Armor, Mighty Steed, Scribe, Dwarven Earthbreaker +1,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 5
NOTES:
Available Support: Pennon is displayed!
Movement: All cards in hand available for local and remote support.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Legionnaire Chaplain, Grappler's Mask, Blessing of the Samurai, Fortified Breastplate, Blessing of the Lord in Iron, Impaler of Thorns, Pillaging Mace, Blessing of Angradd, Demonbane Longsword +2, Knight's Pennon, Helm of the Valkyrie, Blessing of Tsukiyo, Mass Cure, Hatchet Bird
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3

Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)

At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.

[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.

[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).

[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.

[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.

Grand Lodge

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

Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski,Reiko
Turn: # 1 - Hour is: Blessing of the Gods
Give Card: None
Move: Stay at Treacherous Cave
Explore: Treacherous Cave Card 1 - Elder Water Elemental (Monster 5)

Elder Water Elemental:

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

For Combat I will use my Ranged Skill (1d10+6) and Reveal: Deathbane Light Crossbow +1 (2d8+1 - Undead Trait)
Elder Water Elemental - Combat DC 18: 1d10 + 2d8 + 7 ⇒ (10) + (3, 6) + 7 = 26 - Success

I will Discard: Blessing of Cayden Cailean to Explore: Treacherous Cave Card 2 - Longbow +1 (Weapon 1)

Longbow +1:

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.

I will use my Ranged Skill to try and acquire
Acquire Longbow +1 - Ranged DC 9: 1d10 + 6 ⇒ (8) + 6 = 14 - Success

I will end my turn and Examine: Treacherous Cave Card 3 - Magic Full Plate (Armor 3)
I will try to Recover Cards - None
I will Reset hand to 7 - Draw 0 Card(s)

Harsk wrote:

Hand: Blessing of Gozreh, Deathbane Light Crossbow +1, Bombardier Bow, Masterwork Tools, Humanbane Crossbow +2, Longbow +1, Blessing of Milani (2),

Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: Treacherous Cave

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Angradd, Flaming Longbow +2, Blessing of Milani (1), Gem of Physical Prowess, Ophidian Armor, Monkey, Blessing of Abadar, Archer's Bracers, Hatchetbird, Flaming Musket +2, Frost Longbow +1, Legionnaire Chaplain, Shock Bullets
Recharged:
Discard Pile: Blessing of Cayden Cailean,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d10 ☑ +1 ☑ +2 ☑ +3
- Ranged: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
- Forititude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☑ +2 ☐ +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 ([X]+1) to a combat check by a character at another location.
[X] When you move during your move step, you may examine the top card of your new location deck ([ ]and shuffle it into that deck).
[X] When a monster deals damage to you before ([X] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck ([ ] or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1.
[spoiler=Welcome to Pathfinder Reward]
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Grand Lodge Faction Reward:

[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 0
Additional Info 1: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.

Location #1: Desecrated Vault 1-10 remain
Meliski, Seelah - Location #2: Heptaric Locus 1-10 remain
Location #3: Ravenous Crypts of Gluttony 1-10 remain
Harsk - Location #4: Treacherous Cave 3-10 remain // 3=Magic Full Plate (Armor 3)
Reiko - Location #5: Catacombs of Wrath 1-10 remain
Location #6: Vault of Greed 1-10 remain


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

Out of Turn Updates: none

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn 2: Card 1: 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.
I examine the top card of Meliski's deck: Wayfarer. I exchange it for Four-Mirror Armor.

I examine the top card of my location deck: Card 1 - Chainmail of Cold Resistance (Armor 4).
It is a boon: I put it on the bottom of the deck, and I add 1d6 to my next check this turn.

Give Card: None
Move: Stay at Heptaric Locus
From 2-5E - Summoning Sloth: For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
I have noting in discard.

Explore: Heptaric Locus Card 2 - Runechill Hatchet +2 (Weapon 4)
Melee 13: 1d10 + 6 + 1d6 ⇒ (2) + 6 + (2) = 10 Fail.

Meliski recharges Samisen of Oracular Vision to examine the top three cards of this location:
Card 3 - Blessing of Gozreh (Blessing 4)
Card 4 - Skulking Vampire (Monster 6)
Card 5 - Cape of Escape (Item B)

I discard Scribe to explore Card 3 - Blessing of Gozreh.
Divine 5: 1d8 + 3 ⇒ (2) + 3 = 5 Acquired!

I discard Wayfarer to explore Card 4 - Skulking Vampire.

Skulking Vampire:
RotR Monster 6
Traits: Rogue Undead Vampire
To Defeat: Combat 22
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.

I autofail the BtE check.

Combat Breakdown:
Combat 29
Strength Melee 1d10+6
Fanged Falchion 2d4+2 (4s count as 6s)
Discard Falchion 2d4
Wayfarer 2d6

Combat 29: 1d10 + 6 + 2d4 + 2 + 2d4 + 2d6 ⇒ (9) + 6 + (1, 3) + 2 + (3, 1) + (1, 1) = 27 fail, but...

Meliski recharges a card to allow a reroll of a d6: 1d6 ⇒ 4 Victory!

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

Seelah wrote:

Hand: Dwarven Earthbreaker +1, Impervious Fortress Plate, Mighty Steed, Mokmurian's Club, Blessing of Gozreh, Blessing of the Samurai, Knight's Pennon,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 5
NOTES:
Available Support: Pennon will be displayed with next combat!
Movement: All cards in hand available for local and remote support.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Angradd, Helm of the Valkyrie, Blessing of Tsukiyo, Mass Cure, Hatchet Bird, Grappler's Mask, Pillaging Mace, Demonbane Longsword +2, Fortified Breastplate, Impaler of Thorns, Legionnaire Chaplain, Blessing of the Lord in Iron
Recharged:
Discard Pile: Scribe, Wayfarer, Fanged Falchion,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Melee: Strength +2
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
- Divine: Wisdom +1
Charisma d8 ☐ +1 ☐ +2
- Diplomacy: Charisma +3

Favored Card: Weapon or Blessing (always Weapon)
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Heavy Armors, Weapons
POWERS:
At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)

At the start of your turn, you may examine the top card of your location deck. If it is a
boon, ([X] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn.

[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.

[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).

[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.

[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.

Status Link
Most Recent BR Refresh
Current Hour = Current Turn - 0
Notes for Meliski: Seelah has Wayfarer; you have Four-Mirror Armor; recharge a card for reroll; recharge Samisen of Oracular Vision
Additional Info 1: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.

Location #1: Desecrated Vault 1-10 remain
Meliski, Seelah - Location #2: Heptaric Locus 5-10, 1 remain // 1=Chainmail of Cold Resistance; 5=Cape of Escape
Location #3: Ravenous Crypts of Gluttony 1-10 remain
Harsk - Location #4: Treacherous Cave 3-10 remain // 3=Magic Full Plate (Armor 3)
Reiko - Location #5: Catacombs of Wrath 1-10 remain
Location #6: Vault of Greed 1-10 remain

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Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] Season of the Runelords by zeroth_hour All Messageboards

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