| MorkXII - Poog 1006 |
Give Wand of Force Missile to Piazza
Item 1
Arcane
Attack
Elite
Magic
Wand
Intelligence
Arcane
7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Explore BCC 4: Mrcenary
Cast Pyrotechnic Blast, +d6 from fire.
Combat 10+#=12: 1d10 + 3 + 2d4 + 1d6 ⇒ (7) + 3 + (1, 1) + (3) = 15 Defeated.
Cast Cure to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards: Blessing of Lamashtu, Dogslicer, Torch, Blessing of the Gobs
Discard Blessing of the Spellbound to explore BCC 5: Wand of Force Missile Banished.
Recovery:
Pyrotechnic Blast Divine 10: 1d10 + 3 ⇒ (1) + 3 = 4 Discarded.
Cure Divine 8: 1d10 + 3 ⇒ (8) + 3 = 11 Recharged.
Reset:
Draw up to 5.
Skills and Powers:Hand: Burning Snot, Sphere of Fire, Dogfinder, Blessing of the Gobs, Blessing of the SpellboundSkills STRENGTH d8
Melee +1
DEXTERITY d4
CONSTITUTION d8
INTELLIGENCE d6
WISDOM d10 +1
Divine +2
Survival +1
CHARISMA d6Powers
Hand Size: 5 ☐ 6
Proficient with: Light Armors Weapons
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.Favored Card Type: Blessing
Weapon 2 ☐ 3 ☐ 4
Spell 3 [X1] 4 ☐ 5
Armor 1 ☐ 2
Item 2 ☐ 3
Ally 2 ☐ 3 ☐ 4
Blessing 5 ☐ 6 ☐ 7
Displayed: Battered Chest, Pyrotechnic Blast, Trapped Passageway
Deck: 5 Discard: 4 Buried: 4
Hero Points: 1 Shirt Reroll Available (2B-2A): Yes
Notes: Use blessings as needed for banes or AD2 deck upgrades.
Core swaps: Dogslicer, Cure, Flame Staff.
Burning Snot:Burning Snot
Spell BTraits
Magic
Arcane
Divine
Attac
kFire
BasicChecks
Intelligence
Arcane
Wisdom
Divine
5Powers
For your combat check, discard this card to use your Arcane or Divine skill +1d6.
On a combat check by a character at your location, discard this card to add 1d4 and the Fire trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.Blessing of the Gobs:Blessing of the Gobs
Blessing BTraits
Divine
BasicPowers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing of the Spellbound:Blessing of the Spellbound
Blessing BTraits
Arcane
Divine
BasicPowers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
Discard this card to explore your location.
| Mogmurch Hawkmoon |
During Pizazz's turn,
Discard Potion of Energy Resistance for Mogitov Cocktail.
Play Burning Snot.
Arcane 7+1=8: 1d8 + 4 ⇒ (4) + 4 = 8
Success
Recharged
Skills and Powers:Hand: Fiery Glare, Sweet Dragon Costume, Potion of Healing, RavenSkills STRENGTH d4
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
INTELLIGENCE d8+1
-CRAFT: INTELLIGENCE +3
WISDOM d4
CHARISMA d8Powers
HAND SIZE 6
PROFICIENT WITH Light Armors ☑ Weapons
You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.
Deck: 7 Discard: 7 Buried: 2 Displayed: 1
Notes: Reroll: Not Used
Feel free to use anything of mine as long it doesn't kill me.
| Siathorn - Rhynn |
Turn 24, Blessing of Hadregash
Siathorn and Mitzi trudge through the remnants of the Birdcruncher Camp after all the fighting to see what other dangers and treasure might be waiting.
Mitzi hauls back a very nice piece of armor. Siathorn isn't very used to these sorts of things, but with the help of her friends Dwarf Caiman and Pizazz, she tries to shrug into it.
Reveal Dwarf Caiman for 1d6 on Fort check, asking for a whistle from Pizazz for Adv2 armor.
Hide Armor of Fire Resistance-CtA: Fort 7: 1d4 + 1d6 + 1d4 ⇒ (4) + (3) + (1) = 8 Success, acquired!
With their combined effort, Siathorn manages to get the very nice set of armor over her other set of armor. The dwarf caiman looks at her, shakes it's head and wanders off in search of more treasures.
Discard Dwarf Caiman to explore.
It comes back hauling some weird tube shaped object filled with sand. Siathorn puzzles over it trying to determine what it could be.
Casting Bloodscent to add 1d10 to a knowledge check.
With a deep sniff she tries to recognize the odors around the tube to identify its purpose.
Poisoned Sand Tube-Knowledge 6: 1d4 + 1d10 ⇒ (1) + (7) = 8 Success, acquired.
She's about to give up on it, when it clicks into place and she smells the telltale chemical waft of some sort of alchemical weapon. It might make a good gift for Mogmurch later.
Just as the power of her Bloodscent spell leaves her, she spots a nearby weapon laying against a tree - Horsechopper (card 8 is known). She points it out for those looking for a weapon, then takes a moment to cast Elemental Treaty over the area to protect everyone from random elemental damage that might pop up before they settle down for the night.
Displaying Elemental Treaty at Birdcruncher Camp.
Siathorn ends her turn.
Siathorn attempts to recover all cards in her Recovery pile.
Bloodscent: Divine 8: 1d10 + 2 ⇒ (7) + 2 = 9 -> Bloodscent recharged.
Siathorn resets her hand.
Hand: Poisoned Sand Tube (acq), Erutaki Coat, Hide Armor of Fire Resistance (acq), Cloud Puff, Amfibier (Mog),
Displayed: Mitzi, Mystic Inscription, Elemental Treaty,
Deck: 6 Discard: 7 Buried: 0
Hero Points: 0
Box Reroll used: Y
NOTES:
Available Support: Cloud Puff - Prevent local BYA/AYA.
Other: On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Hatchet, Shock Lizard, Blessing of Bark Breaker, Aspect of the Mouse
Recharged: Cure, Bloodscent,
Discard Pile:Stone Weasel, Blessing of Milani, Monkey (acq), Flybreath (acq), Holy Light (acq), Short Sword +1 (acq), Dwarf Caiman,
Buried Pile:
Skills and Powers:SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2Favored Card: Spell or Animal Ally
Hand Size: 5 ☐ 6
Proficiencies:
Divine
POWERS:
On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4 (□ 1d6)
At the start of your turn, you may exchange a card for a random Animal card from a local (■ or distant) character's discards.
When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
Update: Acquired cards 6 and 7, card 8 is known (Horsechopper). Elemental Treaty is displayed at the camp.
Pizazz: One whistle used.| Mogmurch Hawkmoon |
Turn 25
The hour is Pharasma.
Free exploration: Horsechopper
Fiery Glare to banish and explore again.
Fiery Glare to explore: Trapped Passageway
Scenario power: 1d4 ⇒ 4
Asking Poog for a blessing
Dexterity 9: 1d10 + 1d10 ⇒ (3) + (1) = 4
Crap. That's bad. Reroll...
Dexterity 9: 1d10 + 3 ⇒ (6) + 3 = 9
Whew. Success.
Defeated.
Free exploration.
Trapped Passageway Exploration: Battered Chest
Scenario Power: 1d4 ⇒ 2
Blind Bird Shoot.
Pausing to figure this out...
| Siathorn - Rhynn |
Mitzi is superior bird dog wolf.
Siathorn adds 1d4 against animal, discarding top card of deck for Mitzi (survival) combat - Blessing of the Bark Breaker (Adv 1).
Blind Bird Shoot-CtD: Combat 10: 1d10 + 3 + 1d6 + 1 + 1d4 ⇒ (8) + 3 + (6) + 1 + (3) = 21 Chomp, Success.
Mitzi good at fetching birds!
| Mogmurch Hawkmoon |
Siathorn's animal, Pizzaz whistle
Perception 5: 1d4 + 1d4 + 1d4 ⇒ (2) + (4) + (2) = 8
Success
With Siathorn's combat, Blind Bird Shoot is defeated.
Discard Raven to explore: Blessing of Irori
Intelligence 4: 1d8 + 1 ⇒ (3) + 1 = 4
Success
Empty location, but I've got a d4 to get an 8, so I'll just end my turn.
Recovery...
Fiery Glare
Arcane 10: 1d8 + 4 ⇒ (1) + 4 = 5
Discarded
Skills and Powers:Hand: Animalbane Dagger +1, Fire Sneeze, Sweet Dragon Costume, Liquid Blade, Potion of Healing, Blessing of IroriSkills STRENGTH d4
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
INTELLIGENCE d8+1
-CRAFT: INTELLIGENCE +3
WISDOM d4
CHARISMA d8Powers
HAND SIZE 6
PROFICIENT WITH Light Armors ☑ Weapons
You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.
Deck: 4 Discard: 9 Buried: 2 Displayed: 3
Notes: Reroll: Used
Feel free to use anything of mine as long it doesn't kill me.
Summary: Location is empty. I used 1 whistle. All we need to do is make a Wisdom/Perception 8 to close the last location.
| BR Nathan Davis |
2B-2A: THE BIRDCRUNCHER MOOT
DEVELOPMENT:
Now that you have decided which of you is the new chieftain, it’s time to show your new subjects that you are a tough and strong leader. On Wise Mummy Sprattleharsh’s request, go hunt down the ogre who has been causing problems for the tribe… just watch out for those fire-breathing boars!
REWARD
For each barrier displayed next to a character, that character may choose weapon, armor, item, or ally and add 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.
For the rest of Season of the Goblins, each character may temporarily replace 1 of his items with the promo card Birdcruncher Crown.
Each Character earns 1 Hero Point!
ACQUISITIONS
Flybreath (Ally B)
Guide (Ally B)
Monkey (Ally 2)
Hide Armor of Fire Resistance (Armor 2)
Blessing of Irori (Blessing B)
Blessing of Irori (Blessing B)
Potion of Ghostly Form (Item B)
Drums of Haste (Item 2)
Wand of Force Missile (Item 1)
Amulet of Life (Item B)
Wand of Force Missile (Item 1)
Potion of Energy Resistance (Item B)
Wand of Shield (Item 1)
Amulet of Fortitude (Item B)
Cloak of Elvenkind (Item 2)
Holy Light (Spell B)
Poisoned Sand Tube (Weapon B)
Short Sword +1 (Weapon 1)
| Mogmurch Hawkmoon |
Mogmurch will choose Weapon, Ally, then if the weapon wasn't a level 2, another weapon, otherwise another ally.
I'm using my hero point for a power feat and getting the (Attack or Poison) upgrade on my Mogitov Cocktail.
| Grimsnik's Pizazz |
Pizazz chooses item for his one barrier.
Spending hero point- to up whistle to a d6.
| Siathorn - Rhynn |
Between what people have stated here and what was stated in messenger I think we are looking for the following:
Weapon x1 (Mogmurch)
Spell x2 (Poog)
Item x1 (Pizazz)
Ally x2 (Siathorn/Mogmurch)
Weapon or Ally (Mogmurch - depending on if weapon 2 was found in first draw)
| Siathorn - Rhynn |
Siathorn is still tier 1 until after this...so I'm going to avoid picking Adv2.
I'll spend my HP on Card Feat - Blessing.
I'd ideally like Weapon 1 to grab Stone Axe +1 so I have a means of magical attack.
Spell B for Aspect of the Hawk for better animal based spell.
With 3 xp, I'll tier up to tier 2 for next scenario.
| Grimsnik's Pizazz |
Spell 1: 1d1000 ⇒ 698
Item 1: 1d1000 ⇒ 831
| Mogmurch Hawkmoon |
Mogmurch Tier 2, 1 XP
Weapon 2: 1d1000 ⇒ 375
Item 2: 1d1000 ⇒ 943
Hero point to gain a card feat (item)
| BR Nathan Davis |
2B-2B: IT’S ALL FUN AND GAMES TILL AN ARCH-LICH LOSES AN EYE
You are on your way to Munchmeat Farm when you spy a group of longshanks adventurers coming out of a cave… and one of them has a shiny blue thing. This is what you’d hear them say if you were paying attention.
“’Twas a tryingly arduous struggle, I must admit,” says the wizardy one.
“‘Tryingly arduous,’ you say?” says the swordy one. “We just lost half our blessed party down there!”
The wizardy one answers. “But triumphant have we boon companions emerged, with a worldshaking prize wrested from the hellish depths of the most formidable dungeon in all the northland!”
As the burnt-up elfy one just repeats the word “Ow” over and over, the swordy one says, “I’m not feeling too blessed triumphant now, mage…”
“Oh smile, brave paladin! For we’ve just liberated the mightiest magical artifact to see daylight in centuries, surely! Claiming the Other Eye of the Arch-Lich Kalzaroth will make me—nay, us—powerful beyond our wildest dreams!”
But who has time to listen to all of that? Kill them and claim the shiny thing for yourselves!
DURING THIS SCENARIO
After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed. When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.
Shiny Eye Thing
Shiny Eye Thing 2
Traits:
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Fight Over The Eye
Henchman 2
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result. After you act, banish this barrier; it is defeated.
Longshanks Adventurers
Henchman 1
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics Disable Fortitude Perception Stealth Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated. If undefeated, you are dealt 1d4+1 Combat damage. If defeated, you may automatically close the location this henchman came from.
Arch-Lich Kalzaroth
Villain 2
Type: Monster
Traits: Lich Undead Wizard
To Defeat: Dexterity Stealth 16 OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits. When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card. Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat. If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Bandit
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.
| BR Nathan Davis |
During This Adventure: When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed. When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.
Shiny Eye Thing
Shiny Eye Thing 2
Traits:
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Fight Over The Eye
Henchman 2
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result. After you act, banish this barrier; it is defeated.
Longshanks Adventurers
Henchman 1
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics Disable Fortitude Perception Stealth Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated. If undefeated, you are dealt 1d4+1 Combat damage. If defeated, you may automatically close the location this henchman came from.
Additional Rules:
Arch-Lich Kalzaroth
Villain 2
Type: Monster
Traits: Lich Undead Wizard
To Defeat: Dexterity Stealth 16 OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits. When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card. Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat. If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Bandit
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 (#): 2
Turn: 1, Siathorn/rhynndavrie
Monsters
RotR
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
RotR
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Barriers
RotR
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
Wisdom
Perception 9
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
Weapons
None
Weapon B
Traits:
Basic
Blowgun
Dart
Piercing
Poison
Ranged
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
RotR
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
None
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
RotR
Weapon 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.
Spells
RotR
Spell B
Traits:
Arcane
Basic
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
None
Spell B
Traits:
Basic
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
None
Spell 2
Traits:
Arcane
Attack
Divine
Elite
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Arcane
Attack
Basic
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Basic
Heavy Armor
To Acquire:
Constitution
Fortitude 3
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 heavy armors, bury this card instead.
RotR
Armor B
Traits:
Basic
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
RotR
Armor B
Traits:
Basic
Light Armor
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
RotR
Item B
Traits:
Accessory
Basic
Magic
To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
None
Item B
Traits:
Animal
Healing
Pet
Owner: Onwer: Poog
To Acquire:
Wisdom
Survival 5
Put this card on top of another character's deck to add 1d4 to your Wisdom check.
If you have the Goblin trait, banish this card to shuffle 1d4+1 cards from your discard pile into your hand.
"Zarongel says this toad's no good~So Poog stomped it, like he should."
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Allies
RotR
Ally B
Traits:
Basic
Halfling
To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Basic
Human
Sage
To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Basic
Human
To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Basic
Human
To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Basic
Human
To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Current Hour:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 29
Hourglass
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
None
Blessing 2
Traits:
Achaekek
Divine
To Acquire:
Intelligence
Craft 7
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 villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Hadregash
None
Blessing B
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 5
OR Bury an ally
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Boss
None
Blessing 2
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 12
OR Banish an ally
Display this card to add 1 die to your combat check. If you succeed, draw a random card from your discard pile; if you fail bury a random card from your discard pile. Then discard this card.
Discard this card to add 2 dice to a combat check or a check by a character that has the Goblin trait. Before attempting the roll, the character attempting that check discards a card.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
RotR
Item B
Traits:
Alchemical
Basic
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
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.
RotR
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
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.
RotR
Item B
Traits:
Alchemical
Basic
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Location #2: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
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.
RotR
Weapon B
Traits:
Basic
Dart
Piercing
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
RotR
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
Ally B
Traits:
Basic
Human
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
None
Item B
Traits:
Aquatic
Basic
Object
To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
None
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
None
Ally B
Traits:
Animal
Aquatic
Basic
To Acquire:
Wisdom
Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
RotR
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.
None
Weapon 2
Traits:
Elite
Finesse
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
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+1 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
None
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity
Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
Location #4: 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
None
Spell B
Traits:
Arcane
Basic
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
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.
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
RotR
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
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.
RotR
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
RotR
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
Location #5: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
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.
None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
RotR
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Weapon B
Traits:
Basic
Knife
Piercing
Ranged
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Location #6: 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: Mogmurch/Hawkmoon, Pizazz/Grimsnik, Poog/MorkXII, Siathorn/rhynndavrie, Cannot Move until Closed Longshanks Adventurers
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Weapon B
Traits:
Basic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.
RotR
Armor B
Traits:
Basic
Heavy Armor
To Acquire:
Constitution
Fortitude 3
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 heavy armors, bury this card instead.
RotR
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
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.
None
Armor B
Traits:
Elite
Firearm
Shield
To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge 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.
None
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics
Disable
Fortitude
Perception
Stealth
Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated.
If undefeated, you are dealt 1d4+1 Combat damage.
If defeated, you may automatically close the location this henchman came from.
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
RotR
Item B
Traits:
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
| Siathorn - Rhynn |
Hand: Mitzi, Shock Lizard, Cure, Erutaki Coat, Frilled Lizard, Stone Axe +1,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
Box Reroll used: N
NOTES:
Available Support:
Other: On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Stone Weasel, Burning Snot, Dwarf Caiman, Aspect of the Mouse, Aspect of the Hawk, Raven, Blessing of Bark Breaker, Blessing of Milani, Blessing of the Green Faith, Bloodscent, Cloud Puff
Recharged:
Discard Pile:
Buried Pile:
Skills and Powers:SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2Favored Card: Spell or Animal Ally
Hand Size: 5 ☐ 6
Proficiencies:
Divine
POWERS:
On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4 (□ 1d6)
At the start of your turn, you may exchange a card for a random Animal card from a local (■ or distant) character's discards.
When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
| Siathorn - Rhynn |
Siathorn isn't so sure of this plan to steal shiny thing. On the one hand it's kind of ball like and Mitzi seems interested, so she's game.
Display Mitzi at the start of the turn.
Following Mitzi's lead, Siathorn tries to leave the cave, but is interrupted by rude Ogre. Siathorn thinks he might be more friendly with a pet, so she sends Shock Lizard over to say hi and distract it.
Stone Axe for combat, shock lizard for 1d4 and electricity trait.
Ogre-CtD: Combat 14: 1d10 + 3 + 1d6 + 1 + 1d4 ⇒ (10) + 3 + (6) + 1 + (4) = 24 Defeated, banished.
Ogre is a little distracted to have the Shock Lizard thrust at him, which gives Siathorn enough time to start hewing legs with new axe. Twitching, the Ogre drops to it's knees and then topples over.
Discarding Frilled Lizard to explore.
About the time Siathorn finishes up with the Ogre, Mitzi returns with a sword hanging from her mouth. Siathorn takes a look at it to determine if it's worth anything.
Longsword-Melee 6: 1d8 + 2 ⇒ (7) + 2 = 9 Success, acquired!
It's a bit covered in wolf slobber, but looks good. Maybe someone else would like it. Siathorn tucks it in her belt with the hope to trade it for a new animal friend later.
Hand: Stone Axe +1, Longsword (acq), Cure, Erutaki Coat, Dwarf Caiman,
Displayed: Mitzi,
Deck: 11 Discard: 1 Buried: 0
Hero Points: 0
Box Reroll used: N
NOTES:
Available Support: Let me know if you have an animal in discard.
Other: On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Burning Snot, Aspect of the Mouse, Stone Weasel, Blessing of the Green Faith, Aspect of the Hawk, Blessing of Bark Breaker, Bloodscent, Raven, Cloud Puff, Blessing of Milani
Recharged: Shock Lizard,
Discard Pile:Frilled Lizard,
Buried Pile:
Skills and Powers:SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2Favored Card: Spell or Animal Ally
Hand Size: 5 ☐ 6
Proficiencies:
Divine
POWERS:
On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4 (□ 1d6)
At the start of your turn, you may exchange a card for a random Animal card from a local (■ or distant) character's discards.
When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
Update: At Treacherous Cave, banish card 1, acquire card 2.
| MorkXII - Poog 1006 |
Skills and Powers:Hand: Dogslicer, Sphere of Fire, Dogfinder, Blessing of the Gobs, Blessing of the GobsSkills STRENGTH d8
Melee +1
DEXTERITY d4
CONSTITUTION d8
INTELLIGENCE d6
WISDOM d10 +1
Divine +2
Survival +1
CHARISMA d6Powers
Hand Size: 5 ☐ 6
Proficient with: Light Armors Weapons
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.Favored Card Type: Blessing
Weapon 2 ☐ 3 ☐ 4
Spell 3 [X1] 4 ☐ 5
Armor 1 ☐ 2
Item 2 ☐ 3
Ally 2 ☐ 3 ☐ 4
Blessing 5 [X2] 6 ☐ 7
Displayed: 0
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1 Shirt Reroll Available (2B-2B): Yes
Notes: Use blessings as needed for banes or AD2 deck upgrades.Blessing of the Gobs:Blessing of the Gobs
Blessing BTraits
Divine
BasicPowers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
| Grimsnik's Pizazz |
Hand: Cure, Turtle, Blessing of the Gobs 2, Potion of Vision, Magical Child, Chronicler,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: used; Playmat: Available
Other: Whistle Available to add +1d4 to checks"
"
Middle of Deck (Unknown Order): Spellbook, Walking Stick, Life Drain, Vulture, Immolate, Blessing of the Gobs, Blessing of the Spellbound, Fire Snake, Binder's Tome
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0; Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine Charisma +1
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Divine, Insturments
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat, you may encounter it instead; if you do each other local goblin character moves([ ] or recharge a card).
On another local character's check, you may whistle a tune and recharge a card to add 1d4 ([ ] 1d6); if the card you recharge is an instrument itme, additionally add your Diplomacy modifier.
At the end of your turn, a local character may discard a card from their deck ([ ] or hand) to let you heal a spell or an Instrument item.
| Mogmurch Hawkmoon |
Skills and Powers:Hand: Burning Snot, Fire Sneeze, Liquid Blade, Potion of Healing, Blessing of Bark Breaker, Blessing of ZarongelSkills STRENGTH d4
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
INTELLIGENCE d8+1
-CRAFT: INTELLIGENCE +3
WISDOM d4
CHARISMA d8Powers
HAND SIZE 6
PROFICIENT WITH Light Armors ☑ Weapons
You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.
Deck: 11 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used
Feel free to use anything of mine as long it doesn't kill me.
| Mogmurch Hawkmoon |
Turn 2: The hour is Gods.
Free exploration: Light Crossbow +1
Ranged 8: 1d10 + 2 ⇒ (6) + 2 = 8
Success
Acquired
Discard Blessing of Zarongel to explore: Chain Mail
Constitution 3: 1d8 ⇒ 2
Failed
Banished
Ending my turn.
Skills and Powers:Hand: Light Crossbow +1, Burning Snot, Fire Sneeze, Liquid Blade, Potion of Healing, Blessing of Bark BreakerSkills STRENGTH d4
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
INTELLIGENCE d8+1
-CRAFT: INTELLIGENCE +3
WISDOM d4
CHARISMA d8Powers
HAND SIZE 6
PROFICIENT WITH Light Armors ☑ Weapons
You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.
Deck: 11 Discard: 1 Buried: 0 Displayed: 0
Notes: Reroll: Not Used
Feel free to use anything of mine as long it doesn't kill me.
Summary: At Treacherous Cave. Acquired Card 1. Banished Card 2.
| Grimsnik's Pizazz |
The hour is of Gorum.
Pizazz hands his potion of vision to Mogmurch.
Pizazz plays around with a Battered Chest and is able to open it. Inside he finds some boots, a potion, and bracers. Dex 10: 2d10 ⇒ (4, 8) = 12 discard Blessing of the Gods Random Items: 1d4 ⇒ 3 Boots of Elvenkind, Potion of Energy Resistance, Bracers of Protection.
Discard Chronicler to explore
A sneak attacks the goblins. Pizazz draws the sneak's attention while Mogmurch hits him with a bomb. Combat 9+2: 1d4 + 2d6 ⇒ (3) + (5, 5) = 13 Discard Magical Child for BYA. Requesting Mogmurch discard Potion of Vision for +2d6
Hand: Cure, Turtle, Bracers of Protection, Potion of Energy Resistance, Boots of Elvenkind, Blessing of the Gobs,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: Available; Playmat: Available
Other: Whistle Available to add +1d6 to checks"
"
Middle of Deck (Unknown Order): Binder's Tome, Vulture, Fire Snake, Spellbook, Blessing of the Spellbound, Life Drain, Walking Stick, Immolate
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0; Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine Charisma +1
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Divine, Insturments
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat, you may encounter it instead; if you do each other local goblin character moves([ ] or recharge a card).
On another local character's check, you may whistle a tune and recharge a card to add 1d4 ([ X] 1d6); if the card you recharge is an instrument itme, additionally add your Diplomacy modifier.
At the end of your turn, a local character may discard a card from their deck ([ ] or hand) to let you heal a spell or an Instrument item.
Location: Treacherous Cave
Banish #5 Battered Chest,#6 Sneak
Acquire Random Items 1-3 Boots of Elvenkind, Potion of Resist Energy, Bracers of Protection
Gave Mogmurch Potion of Vision at start of turn but then requested it used for Bomb power.
| MorkXII - Poog 1006 |
Hour: Blessing of Sarenrae
Explore Treacherous Cave 7: Buckler Gun Banished.
Discard Blessing of the Gobs to explore Treacherous Cave 8: Longshanks Adventurers
Henchman Barrier 1
Traits
Dwarf
Elf
Human
Army
Skirmish
Veteran
Check
Acrobatics
Disable
Fortitude
Perception
Stealth
Survival
8
Powers
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated.
If undefeated, you are dealt 1d4+1 Combat damage.
If defeated, you may automatically close the location this henchman came from.
Poog has OK survival, but I think the Combat check will be easier. I'll choose one of the skills no one else wants, auto fail it, then do the Combat 13.
Discard Sphere of Fire for +2d6, +d6 from char power for Fire.
Combat 13: 1d10 + 3 + 2d6 + 1d6 ⇒ (10) + 3 + (3, 2) + (3) = 21 Success.
Now I need to wait for everyone else's checks. I still have a BotGobs copying a BoSarenrae (2 dice to a Con check) if someone needs it. I'm hoping someone else will save a blessing for me for the close check (playing it on Poog's check will also heal you for 2 cards, so use mine on your CtD instead of your own).
| Siathorn - Rhynn |
Reveal Erutaki Coat for +1
Longshank Adventurers-CtD: Survival 8: 1d10 + 4 ⇒ (8) + 4 = 12 Success
| Grimsnik's Pizazz |
Pizazz sneaks around the longshanks. Recharge Boots of Elvenkind to auto succeed at Stealth check. Whistles if need are 1d6 now.
| Mogmurch Hawkmoon |
Failing one of the checks.
Fire Sneeze, Pizazz's whistle
Combat 13: 1d8 + 4 + 1d12 + 1d6 ⇒ (5) + 4 + (3) + (2) = 14
Success
Will need to do recover at the end of Poog's turn.
| Grimsnik's Pizazz |
Recharge Bracers of Protection for Whistle
| BR Nathan Davis |
Poog still needs to process the end of his turn. This post reflects the turn after that happens.
During This Adventure: When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed. When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.
Shiny Eye Thing
Shiny Eye Thing 2
Traits:
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Fight Over The Eye
Henchman 2
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result. After you act, banish this barrier; it is defeated.
Longshanks Adventurers
Henchman 1
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics Disable Fortitude Perception Stealth Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated. If undefeated, you are dealt 1d4+1 Combat damage. If defeated, you may automatically close the location this henchman came from.
Additional Rules:
Arch-Lich Kalzaroth
Villain 2
Type: Monster
Traits: Lich Undead Wizard
To Defeat: Dexterity Stealth 16 OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits. When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card. Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat. If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Bandit
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 (#): 2
Turn: 5, Siathorn/rhynndavrie
Monsters
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
RotR
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Barriers
RotR
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
RotR
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
RotR
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Weapons
None
Weapon B
Traits:
Basic
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
RotR
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
RotR
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. 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.
Spells
None
Spell 1
Traits:
Acid
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Arcane
Attack
Basic
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Attack
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
RotR
Armor B
Traits:
Basic
Light Armor
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
None
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
RotR
Armor B
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 3
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 heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
RotR
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
None
Item B
Traits:
Alchemical
Basic
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
None
Item B
Traits:
Basic
Tool
To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
RotR
Item B
Traits:
Basic
Tool
To Acquire:
Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.
None
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Allies
RotR
Ally B
Traits:
Basic
Human
To Acquire:
Constitution 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Basic
Halfling
To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
RotR
Ally 1
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 7
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
None
Ally B
Traits:
Basic
Goblin
Hireling
Spy
To Acquire:
Charisma
Diplomacy 8
OR Discard a card
Reveal this card and discard another card to add 1d4 to your check.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
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.
None
Blessing 2
Traits:
Divine
Venkelvore
To Acquire:
Wisdom
Divine 5
OR Constitution
Fortitude 9
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
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.
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Current Hour:
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.
Hours Remaining: 25
Hourglass
Blessing of Achaekek
None
Blessing 2
Traits:
Achaekek
Divine
To Acquire:
Intelligence
Craft 7
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 villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Hadregash
None
Blessing B
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 5
OR Bury an ally
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Boss
None
Blessing 2
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 12
OR Banish an ally
Display this card to add 1 die to your combat check. If you succeed, draw a random card from your discard pile; if you fail bury a random card from your discard pile. Then discard this card.
Discard this card to add 2 dice to a combat check or a check by a character that has the Goblin trait. Before attempting the roll, the character attempting that check discards a card.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
RotR
Item B
Traits:
Alchemical
Basic
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
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.
RotR
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
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.
RotR
Item B
Traits:
Alchemical
Basic
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Location #2: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
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.
RotR
Weapon B
Traits:
Basic
Dart
Piercing
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
RotR
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
Ally B
Traits:
Basic
Human
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
None
Item B
Traits:
Aquatic
Basic
Object
To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
None
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
None
Ally B
Traits:
Animal
Aquatic
Basic
To Acquire:
Wisdom
Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
RotR
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.
None
Weapon 2
Traits:
Elite
Finesse
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
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+1 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
None
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity
Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
Location #4: 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
None
Spell B
Traits:
Arcane
Basic
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
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.
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
RotR
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
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.
RotR
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
RotR
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
Location #5: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
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.
None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
RotR
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Weapon B
Traits:
Basic
Knife
Piercing
Ranged
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Location #6: Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mogmurch/Hawkmoon, Pizazz/Grimsnik, Poog/MorkXII, Siathorn/rhynndavrie,
| MorkXII - Poog 1006 |
Recovery:
Sphere of Fire Divine 9: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (1) = 14 Recharged.
Reset: Draw up to 6.
Skills and Powers:Hand: Dogslicer, Cure, Fire Sneeze, Dogfinder, Blessing of Lamashtu, Blessing of the GobsSkills STRENGTH d8
Melee +1
DEXTERITY d4
CONSTITUTION d8
INTELLIGENCE d6
WISDOM d10 +1
Divine +2
Survival +1
CHARISMA d6Powers
Hand Size: 5 ☐ 6
Proficient with: Light Armors Weapons
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.Favored Card Type: Blessing
Weapon 2 ☐ 3 ☐ 4
Spell 3 [X1] 4 ☐ 5
Armor 1 ☐ 2
Item 2 ☐ 3
Ally 2 ☐ 3 ☐ 4
Blessing 5 [X2] 6 ☐ 7
Displayed: 0
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1 Shirt Reroll Available (2B-2B): Yes
Notes: Use blessings as needed for banes or AD2 deck upgrades.Cure:Cure
Spell 0Traits
Magic
Divine
HealingChecks
Wisdom
Divine
6Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.Blessing of Lamashtu:Blessing of Lamashtu
Blessing BTraits
Divine
LamashtuPowers
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.
| MorkXII - Poog 1006 |
We forgot the Fight Over the Eye!
Henchman Barrier 2
Traits
Skirmish
Check
Combat
13
Powers
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character's result.
After you act, banish this barrier; it is defeated.
Everyone needs to do this barrier now too.
| MorkXII - Poog 1006 |
Discard Dogslicer.
Combat 13: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (5, 5) = 16 Defeated.
Actual hand at end of turn:
Skills and Powers:Hand: Torch, Cure, Fire Sneeze, Dogfinder, Blessing of Lamashtu, Blessing of the GobsSkills STRENGTH d8
Melee +1
DEXTERITY d4
CONSTITUTION d8
INTELLIGENCE d6
WISDOM d10 +1
Divine +2
Survival +1
CHARISMA d6Powers
Hand Size: 5 ☐ 6
Proficient with: Light Armors Weapons
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.Favored Card Type: Blessing
Weapon 2 ☐ 3 ☐ 4
Spell 3 [X1] 4 ☐ 5
Armor 1 ☐ 2
Item 2 ☐ 3
Ally 2 ☐ 3 ☐ 4
Blessing 5 [X2] 6 ☐ 7
Displayed: Shiny Eye Thing
Deck: 9 Discard: 2 Buried: 0
Hero Points: 1 Shirt Reroll Available (2B-2B): Yes
Notes: Use blessings as needed for banes or AD2 deck upgrades.Torch:Torch
Weapon BTraits
Club
Melee
Bludgeoning
Fire
BasicPowers
For your combat check, reveal this card to use your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Cure:Cure
Spell 0Traits
Magic
Divine
HealingChecks
Wisdom
Divine
6Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.Blessing of Lamashtu:Blessing of Lamashtu
Blessing BTraits
Divine
LamashtuPowers
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.Shiny Eye Thing:Shiny Eye Thing
Cohort 2Powers
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
| Mogmurch Hawkmoon |
Light Crossbow +1, Mogitov Cocktail (Liquid Blade)
Combat 13: 1d10 + 2 + 1d8 + 1 + 2d6 ⇒ (5) + 2 + (2) + 1 + (3, 1) = 14
Defeated (but the dice seem to really hate me)
| Siathorn - Rhynn |
Reveal Stone Axe for combat.
Fight Over the Eye-CtD: Combat 13: 1d10 + 3 + 1d6 + 1 ⇒ (1) + 3 + (5) + 1 = 10 Not so good, but box reroll should cover it.
Box Reroll: Combat 13: 1d10 + 3 + 5 + 1 ⇒ (1) + 3 + 5 + 1 = 10 Or not...taking 3 combat.
Revealing Erutaki Coat to reduce 1, discarding longsword for 2, shuffling Dwarf Caiman into Mogmurch's deck (Mitzi's power) for 3.
| Mogmurch Hawkmoon |
Skills and Powers:Hand: Light Crossbow +1, Burning Snot, Fire Sneeze, Potion of Healing, Blessing of Bark BreakerSkills STRENGTH d4
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
INTELLIGENCE d8+1
-CRAFT: INTELLIGENCE +3
WISDOM d4
CHARISMA d8Powers
HAND SIZE 6
PROFICIENT WITH Light Armors ☑ Weapons
You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.
Deck: 12 Discard: 3 Buried: 0 Displayed: 0
Notes: Reroll: Not Used
Feel free to use anything of mine as long it doesn't kill me.
| Grimsnik's Pizazz |
sorry rough week.
discard hand as it would take too many resources for a possible passing check
| Siathorn - Rhynn |
Turn 5, Blessing of Abadar.
Siathorn spots a Turtle in need of rescue and patching up. She offers Pizazz a trade, her Erutaki Coat for the Turtle.
At start of turn, taking Pizazz's Turtle to hand and sending Erutaki Coat to Pizazz's discards.
Siathorn then sends Mitzi over to give Pizazz a big lick to help him feel better.
Discarding Cure to heal Pizazz.
Pizazz heal: 1d4 + 1 ⇒ (3) + 1 = 4
Having patched things up as best as she can, Siathorn and Mitzi head off to explore the woods.
On arrival Mitzi scares up a Yeth Hound for the pair to clobber.
Yeth Hound-BYA: Wis 6: 1d10 + 1 ⇒ (5) + 1 = 6 No difficulty increase.
Yeth Hound-CtD: Combat 9: 1d10 + 1 + 1d6 + 1 ⇒ (6) + 1 + (1) + 1 = 9 Just enough. Banished.
Mitzi harries the hound until Siathorn is able to smack it upside the head with the Stone Axe. No more evil hound. Mitzi is the best.
Discard Turtle to explore.
Turtle slowly leads Siathorn to a Goblin Warchanter, who points Siathorn at a Tickwood Boar that has been causing troubles recently.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
BYA: Survival 7: 1d10 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9 No increase.
Tickwood Board-CtD: Combat 8: 1d10 + 1 + 1d6 + 1 + 1d4 ⇒ (7) + 1 + (2) + 1 + (3) = 14 Sucess, banished.
Mitzi again provides a good foil to Siathorn's attack and switching back and forth with the attack, eventually Siathorn is able to land a solid blow with her Stone Axe.
With the threat dispatched, Siathorn takes a moment to gather some additional tools before exploring.
Siathorn ends her turn.
Siathorn attempts to recover all cards in her Recovery pile.
Cure: Divine 8: 1d10 + 2 ⇒ (7) + 2 = 9 -> Cure recharged.
Siathorn resets her hand.
Hand: Stone Axe +1, Burning Snot, Aspect of the Mouse, Shock Lizard, Raven,
Displayed: Mitzi,
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
Box Reroll used: Y
NOTES:
Available Support: Let me know if you have an animal in discard. Can use Burning Snot to add 1d4 and Fire to a local combat.
Other: On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Aspect of the Hawk, Blessing of Milani, Stone Weasel, Blessing of Bark Breaker, Cloud Puff, Blessing of the Green Faith, Bloodscent
Recharged: Cure,
Discard Pile:Frilled Lizard, Longsword (acq), Turtle (Pizazz),
Buried Pile:
Skills and Powers:SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2Favored Card: Spell or Animal Ally
Hand Size: 5 ☐ 6
Proficiencies:
Divine
POWERS:
On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4 (□ 1d6)
At the start of your turn, you may exchange a card for a random Animal card from a local (■ or distant) character's discards.
When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
Update: Moved to Woods, banish cards 1 and 2.
Pizazz: Swapped your Turtle for my Erutaki Coat in your discard. Then healed you for 4 cards.| Mogmurch Hawkmoon |
Turn 6: The hour is Achaekek.
Mogmurch heads off to the Mill
Free exploration: Turtle
He sees a turtle, but doesn't have the time for such things.
Wisdom 5: 0 = 0
Ending my turn.
Skills and Powers:Hand: Light Crossbow +1, Burning Snot, Fire Sneeze, Potion of Healing, Dwarf Caiman, Blessing of Bark BreakerSkills STRENGTH d4
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
INTELLIGENCE d8+1
-CRAFT: INTELLIGENCE +3
WISDOM d4
CHARISMA d8Powers
HAND SIZE 6
PROFICIENT WITH Light Armors ☑ Weapons
You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.
Deck: 11 Discard: 3 Buried: 0 Displayed: 0
Notes: Reroll: Not Used
Feel free to use anything of mine as long it doesn't kill me.
| Grimsnik's Pizazz |
Turn 7. The hour is of Irori.
Cards healed: 4d7 ⇒ (3, 3, 7, 7) = 20 re-roll duplicates: 2d5 ⇒ (5, 5) = 10last card healed: 1d4 ⇒ 4
Pizazz heads to the shrine and learns how to detect magic.
He immediately casts it and looks around to find an altar. He feels blessed as he prays at the altar.
Auto succeed at acquire detect magic. Playing Detect Magic to examining top card- Blessing of the Gods. Encountering Blessing taking 2 points of damage but no cards in hand. Auto succeed at acquiring blessing.
Recharge 4: 1d10 + 1 ⇒ (3) + 1 = 4
Hand: Blessing of the Gods , Blessing of the Gobs, Fire Snake, Spellbook, Bracers of Protection, Walking Stick,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: Available; Playmat: Available
Other: Whistle Available to add +1d6 to checks"
"
Middle of Deck (Unknown Order): Life Drain, Boots of Elvenkind, Potion of Energy Resistance, Vulture, Blessing of the Spellbound, Immolate, Magical Child, Binder's Tome, Erutaki Coat
Recharged: Detect Magic,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0; Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine Charisma +1
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Divine, Insturments
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat, you may encounter it instead; if you do each other local goblin character moves([ ] or recharge a card).
On another local character's check, you may whistle a tune and recharge a card to add 1d4 ([ X] 1d6); if the card you recharge is an instrument itme, additionally add your Diplomacy modifier.
At the end of your turn, a local character may discard a card from their deck ([ ] or hand) to let you heal a spell or an Instrument item.
| MorkXII - Poog 1006 |
Turn 8. Hour: Blessing of the Gobs
[ooc]Move to Shrine.
Explore Shrine 3: Bandit
Recharge Dogfinder.
Cast Fire Sneeze +d6 from char power
Combat 8: 1d10 + 3 + 1d12 + 1d6 ⇒ (3) + 3 + (5) + (5) = 16 Defeated.
Close Divine 6: 1d10 + 3 ⇒ (8) + 3 = 11 Closed.
Banish Blessing of the Gobs to draw a new: Blessing of the Gods
End of turn:
Fire Sneeze Divine 8: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (4) = 17 Recharged.
Draw up to 5.
Skills and Powers:Hand: Torch, Cure, Poog of Zarongel, Blessing of Lamashtu, Blessing of the SpellboundSkills STRENGTH d8
Melee +1
DEXTERITY d4
CONSTITUTION d8
INTELLIGENCE d6
WISDOM d10 +1
Divine +2
Survival +1
CHARISMA d6Powers
Hand Size: 5 ☐ 6
Proficient with: Light Armors Weapons
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.Favored Card Type: Blessing
Weapon 2 ☐ 3 ☐ 4
Spell 3 [X1] 4 ☐ 5
Armor 1 ☐ 2
Item 2 ☐ 3
Ally 2 ☐ 3 ☐ 4
Blessing 5 [X2] 6 ☐ 7
Displayed: Shiny Eye Thing
Deck: 9 Discard: 2 Buried: 1
Hero Points: 1 Shirt Reroll Available (2B-2B): Yes
Notes: Use blessings as needed for banes or AD2 deck upgrades.Torch:Torch
Weapon BTraits
Club
Melee
Bludgeoning
Fire
BasicPowers
For your combat check, reveal this card to use your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Cure:Cure
Spell 0Traits
Magic
Divine
HealingChecks
Wisdom
Divine
6Powers
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.Blessing of Lamashtu:Blessing of Lamashtu
Blessing BTraits
Divine
LamashtuPowers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.Blessing of the Spellbound:Blessing of the Spellbound
Blessing BTraits
Arcane
Divine
BasicPowers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
Discard this card to explore your location.Shiny Eye Thing:Shiny Eye Thing
Cohort 2Powers
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
| Siathorn - Rhynn |
Turn 9, Blessing of Sarenrae
Display Aspect of the Mouse at the start of turn.
Siathorn and Mitzi continue to explore the woods, using all all the cunning of a wolf and mouse to look for evil men and other dangers. Mitzi comes racing back to Siathorn with a large bone in her mouth, Siathorn is a bit puzzled until she sees the horde of Skeleton's approaching.
Skeleton Horde summons an Ancient Skeleton for anyone at an open location.
Use Aspect of the Mouse to evade the Ancient Skeleton, recharge Burning Snot.
Siathorn, calls Mitzi off and the two fade into the woods, evading the approaching horde. Someone else can handle that.
Discard Raven to explore.
Siathorn wanders deeper into the Woods, and spots friend raven circling overhead. Siathorn knows raven finds shiny things, and Siathorn would like something shiny so she heads off to see what raven has found.
Potion of Hiding-CtA: Int 4: 1d4 ⇒ 1 Failed, banished.
Siathorn finds potion bottle, but it's clearly cracked and the potion is gone. She caries it over to the raven's nest and leaves it there before continuing her exploration.
Siathorn attempts to recover all cards in her Recovery pile.
Aspect of the Mouse: Divine 6: 1d10 + 2 ⇒ (4) + 2 = 6 -> Aspect of the Mouse recharged.
Hand: Stone Axe +1, Aspect of the Hawk, Shock Lizard, Blessing of Bark Breaker, Blessing of the Green Faith,
Displayed: Mitzi,
Deck: 7 Discard: 4 Buried: 0
Hero Points: 0
Box Reroll used: Y
NOTES:
Available Support: Let me know if you have an animal in discard. Can use Burning Snot to add 1d4 and Fire to a local combat.
Other: On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Cloud Puff, Stone Weasel, Bloodscent, Blessing of Milani
Recharged: Cure, Burning Snot, Aspect of the Mouse,
Discard Pile:Frilled Lizard, Longsword (acq), Turtle (Pizazz), Raven,
Buried Pile:
Skills and Powers:SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2Favored Card: Spell or Animal Ally
Hand Size: 5 ☐ 6
Proficiencies:
Divine
POWERS:
On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4 (□ 1d6)
At the start of your turn, you may exchange a card for a random Animal card from a local (■ or distant) character's discards.
When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
Update: At the woods, Banish card 3 and 4.
Everyone: Encounter an Ancient Skeleton if at an open location.| Mogmurch Hawkmoon |
Ancient Skeleton from Siathorn's turn...
Burning Snot
Combat 8: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (6) = 17
Success
Defeated
Recovery...
Arcane 7: 1d8 + 4 ⇒ (7) + 4 = 11
Turn 10: The hour is Blessing of the Gods.
Free exploration: Blessing of the Gobs
Acquired
Discard Dwarf Caiman to explore: Magic Shield
Constitution 6: 1d8 ⇒ 8
Discard Blessing of the Gobs (Blessing of the Gods) to explore: Slashing Blade
Asking Poog for a blessing
Dexterity 9: 1d10 + 1d10 ⇒ (1) + (9) = 10
Success
Defeated
Ending my turn
Skills and Powers:Hand: Light Crossbow +1, Fire Sneeze, Magic Shield, Potion of Healing, Poog of Zarongel, Blessing of Bark BreakerSkills STRENGTH d4
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
INTELLIGENCE d8+1
-CRAFT: INTELLIGENCE +3
WISDOM d4
CHARISMA d8Powers
HAND SIZE 6
PROFICIENT WITH Light Armors ☑ Weapons
You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.
Deck: 11 Discard: 5 Buried: 0 Displayed: 0
Notes: Reroll: Not Used
Feel free to use anything of mine as long it doesn't kill me.
Summary: @Mill. Acquired cards 2 and 3, banished card 4.
| Grimsnik's Pizazz |
OOT Ancient Skeleton Combat 8: 3d4 ⇒ (2, 1, 4) = 7 [ooc]Reveal Walking Stick and discard Blessing of the Gobs. Recharge Bracers of Protection for 1 point of damage.
Turn 11- The hour is of Irori
Pizazz moves to the woods and notices a magical rune.
Arcane 8+2: 2d10 + 1 ⇒ (7, 3) + 1 = 11 Discard Blessing of the Gods
Hand: Potion of Energy Resistance, Spellbook, Fire Snake, Walking Stick, Immolate, Magical Child,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: T-Shirt Re-roll: Available; Playmat: Available
Other: Whistle Available to add +1d6 to checks"
"
Middle of Deck (Unknown Order): Boots of Elvenkind, Vulture, Life Drain, Erutaki Coat, Binder's Tome, Blessing of the Spellbound
Recharged: Detect Magic, Bracers of Protection,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0; Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine Charisma +1
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane, Divine, Insturments
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat, you may encounter it instead; if you do each other local goblin character moves([ ] or recharge a card).
On another local character's check, you may whistle a tune and recharge a card to add 1d4 ([ X] 1d6); if the card you recharge is an instrument itme, additionally add your Diplomacy modifier.
At the end of your turn, a local character may discard a card from their deck ([ ] or hand) to let you heal a spell or an Instrument item.
Location: Woods
Banish #5 Explosive Runes
| BR Nathan Davis |
During This Adventure: When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed. When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.
Shiny Eye Thing
Shiny Eye Thing 2
Traits:
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Fight Over The Eye
Henchman 2
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result. After you act, banish this barrier; it is defeated.
Longshanks Adventurers
Henchman 1
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics Disable Fortitude Perception Stealth Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated. If undefeated, you are dealt 1d4+1 Combat damage. If defeated, you may automatically close the location this henchman came from.
Additional Rules:
Arch-Lich Kalzaroth
Villain 2
Type: Monster
Traits: Lich Undead Wizard
To Defeat: Dexterity Stealth 16 OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits. When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card. Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat. If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Bandit
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 (#): 2
Turn: 12, Poog/MorkXII
Monsters
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
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.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barriers
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
None
Barrier 2
Traits:
Skirmish
Task
Dare
To Defeat:
See below
Each character summons and encounters the henchman Cooking Eagle. If any of the henchmen are defeated, this card is defeated.
Weapons
RotR
Weapon B
Traits:
Elite
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
None
Weapon B
Traits:
Basic
Blowgun
Dart
Piercing
Poison
Ranged
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
None
Weapon B
Traits:
Chain
Gambling
Melee
Slashing
Veteran
To Acquire:
Strength
Melee 7
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.
RotR
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Spells
RotR
Spell B
Traits:
Attack
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Arcane
Basic
Magic
To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
RotR
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armors
RotR
Armor B
Traits:
Basic
Light Armor
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
RotR
Armor B
Traits:
Basic
Heavy Armor
To Acquire:
Constitution
Fortitude 3
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 heavy armors, bury this card instead.
None
Armor B
Traits:
Elite
Firearm
Shield
To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge 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.
None
Armor B
Traits:
Basic
Light Armor
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
RotR
Armor B
Traits:
Basic
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Items
RotR
Item 2
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
RotR
Item B
Traits:
Basic
Divine
Liquid
Magic
To Acquire:
Wisdom
Divine 8
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
None
Item B
Traits:
Animal
Healing
Pet
Owner: Onwer: Poog
To Acquire:
Wisdom
Survival 5
Put this card on top of another character's deck to add 1d4 to your Wisdom check.
If you have the Goblin trait, banish this card to shuffle 1d4+1 cards from your discard pile into your hand.
"Zarongel says this toad's no good~So Poog stomped it, like he should."
RotR
Item B
Traits:
Accessory
Basic
Magic
To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
RotR
Item B
Traits:
Basic
Divine
Liquid
Magic
To Acquire:
Wisdom
Divine 8
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Allies
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
None
Ally 2
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
RotR
Ally B
Traits:
Basic
Human
To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
RotR
Ally 2
Traits:
Human
Sage
To Acquire:
Charisma
Diplomacy
Intelligence
Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.
RotR
Ally 1
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 7
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Blessings
RotR
Blessing B
Traits:
Divine
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.
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing 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.
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Current Hour:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 18
Hourglass
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Hadregash
None
Blessing B
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 5
OR Bury an ally
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Boss
None
Blessing 2
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 12
OR Banish an ally
Display this card to add 1 die to your combat check. If you succeed, draw a random card from your discard pile; if you fail bury a random card from your discard pile. Then discard this card.
Discard this card to add 2 dice to a combat check or a check by a character that has the Goblin trait. Before attempting the roll, the character attempting that check discards a card.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Pizazz/Grimsnik, Siathorn/rhynndavrie, None
RotR
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
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.
RotR
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
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.
RotR
Item B
Traits:
Alchemical
Basic
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Location #2: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
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.
RotR
Weapon B
Traits:
Basic
Dart
Piercing
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
RotR
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
Ally B
Traits:
Basic
Human
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
None
Item B
Traits:
Aquatic
Basic
Object
To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
None
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mogmurch/Hawkmoon, None
RotR
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
RotR
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.
None
Weapon 2
Traits:
Elite
Finesse
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
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+1 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
None
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity
Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
Location #4: Shrine to Lamashtu
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Poog/MorkXII, None
Location #5: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
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.
None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
RotR
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Weapon B
Traits:
Basic
Knife
Piercing
Ranged
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Location #6: Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
| MorkXII - Poog 1006 |
Discard Blessing of Lamashtu for Mogmurch.
Hour: BotGods.
Move to Woods.
Explore Woods 1: Plague Zombie
Reveal Torch, recharge Poog for +3, +d6 from char power.
Combat 11: 1d8 + 1 + 1d4 + 3 + 1d6 ⇒ (7) + 1 + (4) + 3 + (3) = 18 Defeated.
Discard Blessing of the Spellbound to explore Woods 2: Bandit
Recharge Cure for BYA.
Reveal Torch, +d6 from char power. Asking Pizazz for a whistle and a 6
Combat 8: 1d8 + 1 + 1d4 + 1d6 + 1d6 ⇒ (7) + 1 + (3) + (3) + (1) = 15 Defeated.
Close:
Asking Siathorn to recharge Blessing of the Green Faith and then heal two cards.
Wisdom 6: 1d10 + 1 + 1d10 ⇒ (3) + 1 + (3) = 7 Closed.
Poog wanders into the woods looking for reasons to show off his shiny new eye, and then a zombie and a longshanks thief both try to steal it from Poog! Poog gets angry and sets them both on fire. But just normal fire-stick fire. Not shiny eye zappy fire.
End of turn:
Draw up to 5.
Skills and Powers:Hand: Torch, Pyrotechnic Blast, Shield Cloak, Flame Staff, Blessing of the SpellboundSkills STRENGTH d8
Melee +1
DEXTERITY d4
CONSTITUTION d8
INTELLIGENCE d6
WISDOM d10 +1
Divine +2
Survival +1
CHARISMA d6Powers
Hand Size: 5 ☐ 6
Proficient with: Light Armors Weapons
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.Favored Card Type: Blessing
Weapon 2 ☐ 3 ☐ 4
Spell 3 [X1] 4 ☐ 5
Armor 1 ☐ 2
Item 2 ☐ 3
Ally 2 ☐ 3 ☐ 4
Blessing 5 [X2] 6 ☐ 7
Displayed: Shiny Eye Thing
Deck: 7 Discard: 4 Buried: 1
Hero Points: 1 Shirt Reroll Available (2B-2B): Yes
Notes: Use blessings as needed for banes or AD2 deck upgrades.Torch:Torch
Weapon BTraits
Club
Melee
Bludgeoning
Fire
BasicPowers
For your combat check, reveal this card to use your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Shield Cloak:Shield Cloak
Armor 1Traits
Clothing
Light Armor
Offhand
MagicPowers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.Blessing of the Spellbound:Blessing of the Spellbound
Blessing BTraits
Arcane
Divine
BasicPowers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
Discard this card to explore your location.Shiny Eye Thing:Shiny Eye Thing
Cohort 2Powers
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
| Siathorn - Rhynn |
Off turn, Siathorn recharges Blessing of Green Faith and is healed for 2: (Raven, Turtle (Pizazz)). Deck shuffled.
-------
Turn 13, Blessing of Shelyn
Clearly all gobs know that true and bestest leader is Mitzi who led us to Woods. But with Woods closed and all the possible friends to make chased away, Mitzi and Siathorn set off to see what they can find in the Nettlemaze.
Ambush-CtD: Wisdom 11: 1d10 + 1 ⇒ (7) + 1 = 8 Failed, banished
And find something they do! Or rather something finds them...at first it appears to be a Goblin Pyro or a Bugbear, but after looking closer they find a friendly Goblin Dog. Fully focused on having the critter join her, Siathorn is completely surprised when it turns and snaps at her.
RotR
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
-1 for each die from ambush, Mitzi combat (discarding Burning Snot to fuel), Recharging Blessing of the Bark Breaker for 2 extra dice, adding 1d4 since Goblin Dog is an animal.
Goblin Dog-CtD: Combat 9 (Ambushee): 3d10 + 3 + 1d6 + 1d4 - 5 ⇒ (7, 7, 1) + 3 + (6) + (3) - 5 = 22 Success, banished.
Fortunately, Mitzi and Siathorn both know how to handle disobedient animals, and together they threaten the Goblin Dog until it bares its throat and slinks away.
Mitzi gives Siathorn a happy wolf grin and barks to indicate that friend Shock Lizard (Zappy) is heading off to the south. Siathorn chases after and thinks she spots a Goblin Warrior crouching in the maze but instead Zappy has found a Giant Gecko hiding to ambush travelers. Siathorn thanks Zappy and steps forward to tame the Gecko.
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Reveal Stone Axe for Survival combat, against animal adds 1d4.
Giant Gecko-CtD: Combat 8: 1d10 + 3 + 1d6 + 1d4 ⇒ (4) + 3 + (2) + (1) = 10 Success, Banished.
Unfortunately Gecko was rather insistent on making a lunch of Siathorn. Fortunately, Stone Axe works well and she comes through the battle unscathed.
Siathorn takes a moment to reorient herself to try to find an exit for the maze.
Hand: Stone Axe +1, Aspect of the Hawk, Aspect of the Mouse, Bloodscent, Cloud Puff, Raven,
Displayed: Mitzi,
Deck: 6 Discard: 4 Buried: 0
Hero Points: 0
Box Reroll used: Y
NOTES:
Available Support: Cloud Puff available to prevent a local B/AYA
Other: On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Stone Weasel, Cure, Blessing of Milani, Blessing of the Green Faith, Turtle (Pizazz)
Recharged: Blessing of Bark Breaker,
Discard Pile:Frilled Lizard, Longsword (acq), Burning Snot, Shock Lizard,
Buried Pile:
Skills and Powers:SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2Favored Card: Spell or Animal Ally
Hand Size: 5 ☐ 6
Proficiencies:
Divine
POWERS:
On local checks against Aberration, Animal, Goblin, or Vermin cards, add 1d4 (□ 1d6)
At the start of your turn, you may exchange a card for a random Animal card from a local (■ or distant) character's discards.
When you would recharge an Animal ally for its power, you may shuffle it into your deck (□ or reload it) instead.
Update: Moved to Nettlemaze, banished cards 1, 2, and 3. Random monsters 1-3 also used.
| Grimsnik's Pizazz |
OOT recharge Spellbook for Whistle