
Feiya - 勝20100 |

Hand (Size 6): Codex (Item), Amulet of Life (Item), Apprentice (Ally), Blessing of the Spellbound (Blessing), Blessing of the Elements 2 (Blessing), Frostbite (Spell), Daji (Cohort)
Deck: 9 Discard: 0 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Wisdom d6
Charisma d8
Diplomacy: Charisma +2
Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster , you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.
Favored Card: Spell

Overseer Tyranius |

The asteroid groans as if an invisible weight had been lifted from it, leaving the air cleaner and breathing easier. The reassuring breeze emanating from tunnels suddenly drops in intensity, leaving a feeble stream that whistles weakly as it drifts off into space. A moment later, portals wreathed in tumbling stone open all across the asteroid, and Sorrina Westyr urgently beckons everyone to come through.
“We've truly grabbed the scorpion by the tail. Whatever entity was holding us at bay has loosened its grip, but it has redirected its efforts to cutting off the source of air that allows us to survive in this place. The path forward is no longer filled with lethal energy. We have at most…an hour or two before we must return home or face asphyxiation. But if we press forward and find the source of the air, I believe it is tied to whatever captive is imprisoned here. Our portal minders will stand ready in case we need to evacuate quickly.”
Sorrina leads the assembled Pathfinders toward the edge of an immense, steeply sloped tunnel that descends into a miles-wide, spherical cavern. A crude stone fortress floats near the cave's center as if it were a rocky sun, and enormous slabs of earth orbit it like a miniature asteroid belt. These slabs gravitate inward toward the fortress, but periodic blasts of air slow their approach and cast the jagged masses back toward the edge of the cavern. Each gust is slightly weaker than the last.
Robed figures cling to the rocky slabs and chant loudly, as if empowering the stone. Unimpressed, Sorrina Westyr casts a spell at one of the distant cultists and flings him off his crude platform.
“Aiiiiiiiiiiieeeeeeee!” The cultist screams, arms and legs askew as he hurtles toward the fortress and collides with its surface with a faint splat.
“Woo hoo, Bullseye!” Drandle Dreng claps, then goes back to organizing a party of Pathfinders who are busily unpacking knotted ropes. “Hurry, there’s not a moment to lose!”
“We must get to that fortress,” Sorrina announces before signaling others to lower knotted ropes down to the cavern. “Clear off the opposition, then we'll make our way inside. I find it reassuring that whatever lies within the fortress has an aura of good, and no doubt seeks our aid.”
Part III Begins!

BR skizzerz |

8-00D: Things Fall Apart
Ever since you arrived on Aucturn’s Tear, gusts of wind have periodically billowed out from deep within the asteroid, carrying with them life-giving oxygen—as well as welcoming breezes for those traveling the fiery tunnels and rare warmth for those navigating the icy passages below the frozen city. Now the airflow has become weak and anemic, as though the unknown source that has sustained you so far were being constricted—or worse, sealed away entirely.
As you’ve traveled deeper into the asteroid, it has become increasingly clear that what lies at the center is not a mundane treasure but a trapped, extraplanar entity. You’ve crossed paths and blades with fiends before, yet this creature seems strangely friendly and helpful. There’s the possibility that it’s some trickster trying to secure your assistance by feigning benevolence. On the other hand, based on what you’ve learned from the genies and other elemental-kin you’ve met, this captive is the survivor of a long-forgotten era when the Elemental Planes were kept in balance between good and evil. As a Pathfinder, you learned that four tyrannical lords now rule the Elemental Planes uncontested: Ayrzul, the Fossilized King; Hshurha, the Duchess of All Winds; Kelizandri, the Brackish Emperor; and Ymeri, the Queen of the Inferno. Could it be that you’ve inadvertently joined a rescue mission for one of their lost rivals?
A rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes. “These rocky fragments gravitate toward the fortress,” Sorrina shouts as she hangs from a rope. “If we can cling on before it travels out of reach, it should carry us toward our destination. Once you reach the surface, get inside, find the center, and help break out the prisoner.” Other teams of Pathfinders nearby nod in acknowledgement at the Master of Spells’s instructions and prepare to rapel down toward the floating boulders that approach. One iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails.
“Ready? Now!” cries the Master of Spells, and agents begin rappelling down to the crude platform. As they land and clash with the evil priests, gravity seems to pull the giant rock back toward the fortress at the cavern’s center. The motion hurls away several agents, but they’re able to latch onto other platforms, joining other teams and continuing the fight.
Best hold on, Pathfinders—it’s going to be a rocky flight!

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Pay close attention to Overseer announcements.
Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Zhaleh (Loot)
Loot 2
Type: Ally
Traits: Outsider Elemental Janni
Discard this card to examine the top card of your location deck.
Remove this card from the game to gain a skill feat.
Ancient Skeleton (Summon)
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Brimorak (Summon)
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Goblin Raider (Summon)
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Skinsaw Cultist (Summon)
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Zombie Minion (Summon)
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
Monster 1
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
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.
Monster 3
Monster 1
Traits: Elite Undead
To Defeat: Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Monster 4
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.
Monster 5
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barrier 1
Barrier 2
Traits: Basic Skirmish Undead Zombie
To Defeat: None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Barrier 2
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.
Barrier 3
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.
Barrier 4
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.
Barrier 5
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.
Weapon 1
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.
Weapon 2
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.
Weapon 3
Weapon B
Traits: 2-Handed Axe Melee Slashing
To Acquire: Strength Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
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.
Weapon 5
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.
Spell 1
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.
Spell 2
Spell B
Traits: Attack Basic Divine Magic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 3
Spell 2
Traits: Arcane Attack Elite Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 4
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.
Spell 5
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armor 1
Armor B
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
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.
Armor 4
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
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.
Item 1
Item 1
Traits: Arcane Attack Elite Magic Wand
To Acquire: 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.
Item 2
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.
Item 3
Item 2
Traits: Magic Object
To Acquire: Dexterity Disable 8
Reveal this card to defeat a barrier with the Lock trait.
Item 4
Item B
Traits: Accessory Basic Magic
To Acquire: Intelligence Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Item 5
Item 2
Traits: Magic Object
To Acquire: Dexterity Disable 8
Reveal this card to defeat a barrier with the Lock trait.
Ally 1
Ally B
Traits: Basic Human
To Acquire: Wisdom Perception 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Ally 2
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.
Ally 3
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally 4
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.
Ally 5
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Blessing 1
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 2
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 3
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 4
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 5
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.
Turn: 1 Feiya/勝20100
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 29
Blessings Deck Card 2 - Turn 2 Mother Myrtle/Redgar
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.
Blessings Deck Card 3 - Turn 3 Rooboo/Elf olic'lo
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.
Blessings Deck Card 4 - Turn 4 Tontelizi/Izdrix
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.
Blessings Deck Card 5 - Turn 5 Feiya/勝20100
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 6 - Turn 6 Mother Myrtle/Redgar
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.
Blessings Deck Card 7 - Turn 7 Rooboo/Elf olic'lo
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.
Blessings Deck Card 8 - Turn 8 Tontelizi/Izdrix
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.
Blessings Deck Card 9 - Turn 9 Feiya/勝20100
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Mother Myrtle/Redgar
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.
Blessings Deck Card 11 - Turn 11 Rooboo/Elf olic'lo
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.
Blessings Deck Card 12 - Turn 12 Tontelizi/Izdrix
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.
Blessings Deck Card 13 - Turn 13 Feiya/勝20100
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.
Blessings Deck Card 14 - Turn 14 Mother Myrtle/Redgar
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.
Blessings Deck Card 15 - Turn 15 Rooboo/Elf olic'lo
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.
Blessings Deck Card 16 - Turn 16 Tontelizi/Izdrix
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.
Blessings Deck Card 17 - Turn 17 Feiya/勝20100
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.
Blessings Deck Card 18 - Turn 18 Mother Myrtle/Redgar
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.
Blessings Deck Card 19 - Turn 19 Rooboo/Elf olic'lo
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.
Blessings Deck Card 20 - Turn 20 Tontelizi/Izdrix
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.
Blessings Deck Card 21 - Turn 21 Feiya/勝20100
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.
Blessings Deck Card 22 - Turn 22 Mother Myrtle/Redgar
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.
Blessings Deck Card 23 - Turn 23 Rooboo/Elf olic'lo
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.
Blessings Deck Card 24 - Turn 24 Tontelizi/Izdrix
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.
Blessings Deck Card 25 - Turn 25 Feiya/勝20100
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.
Blessings Deck Card 26 - Turn 26 Mother Myrtle/Redgar
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.
Blessings Deck Card 27 - Turn 27 Rooboo/Elf olic'lo
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.
Blessings Deck Card 28 - Turn 28 Tontelizi/Izdrix
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.
Blessings Deck Card 29 - Turn 29 Feiya/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mother Myrtle/Redgar
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.
Collapsing Bridge A
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: Feiya/勝20100
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.
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.
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
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.
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
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.
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.
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.
Collapsing Bridge B
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle/Redgar
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.
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.
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.
Collapsing Bridge C
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: Rooboo/Elf olic'lo
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.
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.
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally B
Traits: Human Warrior
To Acquire: Charisma Diplomacy 8
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
Ally B
Traits: Human Mayor
To Acquire: Charisma Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
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.
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.
Collapsing Bridge D
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: Tontelizi/Izdrix
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.
Ally 1
Traits: Human Noble
To Acquire: Charisma Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
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.
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.
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
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.
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.
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 to of her deck for each undefeated cultist. Banish this card.
Ally B
Traits: Elf Scout
To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Collapsing Bridge E
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Ally 1
Traits: Bard Human Rogue
To Acquire: Charisma Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
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.
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.
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Ally 1
Traits: Bard Human
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
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.
Collapsing Bridge F
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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.
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.

Feiya - 勝20100 |

Hour of Iomedae
Display Daji
Explore: Brodert Quink
Recharge Blessing of the Spellbound to reduce difficulty by 1.
Knowledge 6: 1d12 + 3 ⇒ (12) + 3 = 15 acquired
“Sir, I think you should not stay on that rock; it doesn’t look stable”
Discard Apprentice to explore
#2 is Explosive Runes
Recharge Brodert Quink to reduce difficulty by 3 (8+2−3)
Arcane 7: 1d12 + 3 ⇒ (8) + 3 = 11 defeated and banished.
Feiya then finds a trap, an Explosive Rune spell. She tell everyone to stand clear while she tries to dispel it. She manages to do it.
End of turn bridge collapse: 1d10 ⇒ 3 7 cards left so nothing happens.
Draw 2 cards
Hand (Size 6): Codex (Item), Amulet of Life (Item), Blessing of the Elements 2 (Blessing), Frostbite (Spell), Life Drain (Spell), Blessing of Pharasma (Blessing)
Displayed: Daji
Deck: 9 Discard: 1 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2
Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster , you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.
Favored Card: Spell

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Pay close attention to Overseer announcements.
Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Zhaleh (Loot)
Loot 2
Type: Ally
Traits: Outsider Elemental Janni
Discard this card to examine the top card of your location deck.
Remove this card from the game to gain a skill feat.
Ancient Skeleton (Summon)
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Brimorak (Summon)
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Goblin Raider (Summon)
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Skinsaw Cultist (Summon)
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Zombie Minion (Summon)
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
Brodert Quink (Ally 2)
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.
Monster 1
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
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.
Monster 3
Monster 1
Traits: Elite Undead
To Defeat: Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Monster 4
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.
Monster 5
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barrier 1
Barrier 2
Traits: Basic Skirmish Undead Zombie
To Defeat: None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Barrier 2
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.
Barrier 3
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.
Barrier 4
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.
Barrier 5
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.
Weapon 1
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.
Weapon 2
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.
Weapon 3
Weapon B
Traits: 2-Handed Axe Melee Slashing
To Acquire: Strength Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
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.
Weapon 5
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.
Spell 1
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.
Spell 2
Spell B
Traits: Attack Basic Divine Magic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 3
Spell 2
Traits: Arcane Attack Elite Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 4
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.
Spell 5
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armor 1
Armor B
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
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.
Armor 4
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
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.
Item 1
Item 1
Traits: Arcane Attack Elite Magic Wand
To Acquire: 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.
Item 2
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.
Item 3
Item 2
Traits: Magic Object
To Acquire: Dexterity Disable 8
Reveal this card to defeat a barrier with the Lock trait.
Item 4
Item B
Traits: Accessory Basic Magic
To Acquire: Intelligence Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Item 5
Item 2
Traits: Magic Object
To Acquire: Dexterity Disable 8
Reveal this card to defeat a barrier with the Lock trait.
Ally 1
Ally B
Traits: Basic Human
To Acquire: Wisdom Perception 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Ally 2
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.
Ally 3
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally 4
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.
Ally 5
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Blessing 1
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 2
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 3
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 4
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 5
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.
Turn: 2 Mother Myrtle/Redgar
Top of Blessing Discard Pile:
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.
Blessings Remaining: 28
Blessings Deck Card 3 - Turn 3 Rooboo/Elf olic'lo
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.
Blessings Deck Card 4 - Turn 4 Tontelizi/Izdrix
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.
Blessings Deck Card 5 - Turn 5 Feiya/勝20100
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 6 - Turn 6 Mother Myrtle/Redgar
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.
Blessings Deck Card 7 - Turn 7 Rooboo/Elf olic'lo
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.
Blessings Deck Card 8 - Turn 8 Tontelizi/Izdrix
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.
Blessings Deck Card 9 - Turn 9 Feiya/勝20100
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Mother Myrtle/Redgar
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.
Blessings Deck Card 11 - Turn 11 Rooboo/Elf olic'lo
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.
Blessings Deck Card 12 - Turn 12 Tontelizi/Izdrix
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.
Blessings Deck Card 13 - Turn 13 Feiya/勝20100
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.
Blessings Deck Card 14 - Turn 14 Mother Myrtle/Redgar
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.
Blessings Deck Card 15 - Turn 15 Rooboo/Elf olic'lo
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.
Blessings Deck Card 16 - Turn 16 Tontelizi/Izdrix
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.
Blessings Deck Card 17 - Turn 17 Feiya/勝20100
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.
Blessings Deck Card 18 - Turn 18 Mother Myrtle/Redgar
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.
Blessings Deck Card 19 - Turn 19 Rooboo/Elf olic'lo
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.
Blessings Deck Card 20 - Turn 20 Tontelizi/Izdrix
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.
Blessings Deck Card 21 - Turn 21 Feiya/勝20100
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.
Blessings Deck Card 22 - Turn 22 Mother Myrtle/Redgar
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.
Blessings Deck Card 23 - Turn 23 Rooboo/Elf olic'lo
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.
Blessings Deck Card 24 - Turn 24 Tontelizi/Izdrix
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.
Blessings Deck Card 25 - Turn 25 Feiya/勝20100
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.
Blessings Deck Card 26 - Turn 26 Mother Myrtle/Redgar
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.
Blessings Deck Card 27 - Turn 27 Rooboo/Elf olic'lo
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.
Blessings Deck Card 28 - Turn 28 Tontelizi/Izdrix
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.
Blessings Deck Card 29 - Turn 29 Feiya/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mother Myrtle/Redgar
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.
Collapsing Bridge A
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 0
Located/Displayed Here: Feiya/勝20100
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
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.
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
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.
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.
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.
Collapsing Bridge B
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle/Redgar
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.
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.
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.
Collapsing Bridge C
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: Rooboo/Elf olic'lo
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.
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.
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally B
Traits: Human Warrior
To Acquire: Charisma Diplomacy 8
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
Ally B
Traits: Human Mayor
To Acquire: Charisma Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
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.
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.
Collapsing Bridge D
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: Tontelizi/Izdrix
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.
Ally 1
Traits: Human Noble
To Acquire: Charisma Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
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.
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.
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
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.
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.
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 to of her deck for each undefeated cultist. Banish this card.
Ally B
Traits: Elf Scout
To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Collapsing Bridge E
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Ally 1
Traits: Bard Human Rogue
To Acquire: Charisma Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
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.
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.
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Ally 1
Traits: Bard Human
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
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.
Collapsing Bridge F
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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.
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.

Redgar's ACG Characters |

Hour of Sheylyn
Oh, why, thank you, strange ally! RFG Zaleh to gain Skill Feat: Int +1!
Mother Myrtle then moves to Feiya.
Ooh, hello there deary. What have we found here?
Giant Hermit Crab Alchemist's Fire 1, 'kicking' Alchemists Fire 2
Combat DC 9 1d4 + 2d6 + 1d12 + 3 ⇒ (3) + (5, 4) + (6) + 3 = 21
#Crabpower 1d4 + 2d6 + 1d12 + 3 ⇒ (3) + (6, 3) + (2) + 3 = 17
Recharge Alchemists Fire 1: Knowledge DC 7 1d8 + 3 ⇒ (5) + 3 = 8
Recharge Alchemists Fire 2: Craft DC 9 1d12 + 3 ⇒ (7) + 3 = 10
Discard BotElements 1 to explore:
Guide
Survival DC 7 1d12 + 3 ⇒ (6) + 3 = 9
Discard Guide to explore
Merchant Charisma DC 7 Autofail: 1d6 ⇒ 3
Collapsing Bridge: 1d10 ⇒ 9 [ooc]>4, so closes. Banish Boons; remaining: Pit of Malfeshnekor, Rat Swarm.
Redraw: Cure
Lightning Touch 1
Blessing of the Elements 2
Anesthetizing Slime
End of Turn:
Clear cards 1-3 from Location A
Acquire Ally B (Guide)
Location A Boons removed; remaining: Pit of Malfeshnekor, Rat Swarm.
Hand: Life Drain, Potion of Healing, Cure, Lightning Touch 1, Blessing of the Elements 2, Anesthetizing Slime,
Displayed:
Deck: 7 Discard: 2 Buried: 0
Notes: Feel free to recharge BotElements
Sideboard cards:
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.

Rooboo - Elf Olic'lo |

Hourglass: Blessing of Calistria
Move to Collapsing Bridge D.
Hi Tentelizi, wanna team up?
Explore: Sneak
Before the encounter Perception DC8: 1d8 + 2 ⇒ (6) + 2 = 8 Success!
Watch out Tontelizi, some foe is hiding ahead. Hey you! your camouflage may not be as good as you think!
Reveal Nunchaku + 1 to activate 1st power.
Reveal Amulet of Mighty Fists.
Tontelizi activates 1st power.
Collegue, let's go get that poor soul.
Dexterity DC9+2=11: 1d10 + 1 + 1d6 + 1 + 1d4 + 1d4 ⇒ (10) + 1 + (6) + 1 + (3) + (2) = 23 Success!
Discard Quartermaster to explore again.
Found Aldern Foxglove.
Charisma DC4: 1d4 ⇒ 3 Fail!
Hey Mr. Foxglove, were are you going? Don't you wanna learn the way of the monk?
End of turn.
Collapsing bridge: 1d10 ⇒ 7 = #of cards in location deck: 7; Nothing happens
Draw: Emerald of Dexterity
Hand:Temple Sword, Athlete, Emerald of Dexterity, Amulet of Mighty Fists, Nunchaku + 1,
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2
Favored Card: Weapon
Hand Size: 5
Proficient with: None
POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>

Tontelizi - Izdrix |

Hourglass: Blessing of the Gods
Stay at Collapsing Bridge D
Explore: Find Sage
Charisma (Diplomacy) DC6: 1d8 + 2 ⇒ (6) + 2 = 8
Acquire Sage
Hey there pal! Wanna come along for some adventure?
Discard Sage to explore
Explore: Find Ilsoari Gandethus
Charisma (Diplomacy) DC6: 1d8 + 2 ⇒ (8) + 2 = 10
Acquire Ilsoari Gandethus
More friends are always welcome for the journey!
Discard Quartermaster to explore
Explore: Find Standard Bearer
Charisma (Diplomacy) DC6: 1d8 + 2 ⇒ (4) + 2 = 6
Acquire Standard Bearer
Discard Standard Bearer to explore
Explore: Find Trapped Locker
Strength (Melee) DC11: 1d8 + 4 ⇒ (6) + 4 = 10
Failure! Discard 1d4 - 1 ⇒ (3) - 1 = 2 from top of deck: Blessing of the Gods, Buckler
Choose to banish Trapped Locker
Yowch! Thought I was strong enough to bust that open.
Collapsing Bridge >2: 1d10 ⇒ 9
Banish all boons, shuffle. Remaining card is Skinsaw Ritual
Reset hand, recharge Elven Breastplate, draw Blessing of the Gods
EDIT: Somehow I missed card 3 and skipped straight to 4. Goblin Snake will stay in the deck as well post shuffle.
Hand: Lucerne Hammer, Blessing of the Gods (1), Ilsoari Gandethus, Glaive, Shock Glaive +1,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Feel free to use blessing if it's on a recharge
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2
Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Pay close attention to Overseer announcements.
Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Zhaleh (Loot)
Loot 2
Type: Ally
Traits: Outsider Elemental Janni
Discard this card to examine the top card of your location deck.
Remove this card from the game to gain a skill feat.
Ancient Skeleton (Summon)
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Brimorak (Summon)
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Goblin Raider (Summon)
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Skinsaw Cultist (Summon)
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Zombie Minion (Summon)
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
Brodert Quink (Ally 2)
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.
Guide (Ally B)
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.
Ilsoari Gandethus (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Sage (Ally B)
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.
Standard Bearer (Ally B)
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.
Monster 1
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
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.
Monster 3
Monster 1
Traits: Elite Undead
To Defeat: Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Monster 4
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.
Monster 5
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barrier 1
Barrier 2
Traits: Basic Skirmish Undead Zombie
To Defeat: None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Barrier 2
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.
Barrier 3
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.
Barrier 4
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.
Barrier 5
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.
Weapon 1
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.
Weapon 2
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.
Weapon 3
Weapon B
Traits: 2-Handed Axe Melee Slashing
To Acquire: Strength Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
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.
Weapon 5
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.
Spell 1
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.
Spell 2
Spell B
Traits: Attack Basic Divine Magic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 3
Spell 2
Traits: Arcane Attack Elite Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 4
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.
Spell 5
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armor 1
Armor B
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
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.
Armor 4
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
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.
Item 1
Item 1
Traits: Arcane Attack Elite Magic Wand
To Acquire: 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.
Item 2
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.
Item 3
Item 2
Traits: Magic Object
To Acquire: Dexterity Disable 8
Reveal this card to defeat a barrier with the Lock trait.
Item 4
Item B
Traits: Accessory Basic Magic
To Acquire: Intelligence Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Item 5
Item 2
Traits: Magic Object
To Acquire: Dexterity Disable 8
Reveal this card to defeat a barrier with the Lock trait.
Ally 1
Ally B
Traits: Basic Human
To Acquire: Wisdom Perception 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Ally 2
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.
Ally 3
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally 4
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.
Ally 5
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Blessing 1
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 2
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 3
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 4
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 5
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.
Turn: 5 Feiya/勝20100
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 25
Blessings Deck Card 6 - Turn 6 Mother Myrtle/Redgar
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.
Blessings Deck Card 7 - Turn 7 Rooboo/Elf olic'lo
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.
Blessings Deck Card 8 - Turn 8 Tontelizi/Izdrix
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.
Blessings Deck Card 9 - Turn 9 Feiya/勝20100
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Mother Myrtle/Redgar
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.
Blessings Deck Card 11 - Turn 11 Rooboo/Elf olic'lo
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.
Blessings Deck Card 12 - Turn 12 Tontelizi/Izdrix
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.
Blessings Deck Card 13 - Turn 13 Feiya/勝20100
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.
Blessings Deck Card 14 - Turn 14 Mother Myrtle/Redgar
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.
Blessings Deck Card 15 - Turn 15 Rooboo/Elf olic'lo
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.
Blessings Deck Card 16 - Turn 16 Tontelizi/Izdrix
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.
Blessings Deck Card 17 - Turn 17 Feiya/勝20100
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.
Blessings Deck Card 18 - Turn 18 Mother Myrtle/Redgar
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.
Blessings Deck Card 19 - Turn 19 Rooboo/Elf olic'lo
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.
Blessings Deck Card 20 - Turn 20 Tontelizi/Izdrix
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.
Blessings Deck Card 21 - Turn 21 Feiya/勝20100
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.
Blessings Deck Card 22 - Turn 22 Mother Myrtle/Redgar
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.
Blessings Deck Card 23 - Turn 23 Rooboo/Elf olic'lo
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.
Blessings Deck Card 24 - Turn 24 Tontelizi/Izdrix
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.
Blessings Deck Card 25 - Turn 25 Feiya/勝20100
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.
Blessings Deck Card 26 - Turn 26 Mother Myrtle/Redgar
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.
Blessings Deck Card 27 - Turn 27 Rooboo/Elf olic'lo
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.
Blessings Deck Card 28 - Turn 28 Tontelizi/Izdrix
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.
Blessings Deck Card 29 - Turn 29 Feiya/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mother Myrtle/Redgar
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.
Collapsing Bridge A
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Feiya/勝20100, Mother Myrtle/Redgar
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.
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.
Collapsing Bridge B
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.
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.
Collapsing Bridge C
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally B
Traits: Human Warrior
To Acquire: Charisma Diplomacy 8
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
Ally B
Traits: Human Mayor
To Acquire: Charisma Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
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.
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.
Collapsing Bridge D
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Rooboo/Elf olic'lo, Tontelizi/Izdrix
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.
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 to of her deck for each undefeated cultist. Banish this card.
Collapsing Bridge E
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Ally 1
Traits: Bard Human Rogue
To Acquire: Charisma Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
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.
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.
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Ally 1
Traits: Bard Human
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
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.
Collapsing Bridge F
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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.
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.

Feiya - 勝20100 |

Seeing the first rock crumble, Feiya decides to move on to another one.
Hour of Iomedae
Feiya moves to Bridge B.
Explores, #1 is Archer.
Recharge Frostbite for −1.
Diplomacy 5: 1d8 + 2 ⇒ (6) + 2 = 8
“You there with the bow, follow me, we must regroup”
Discard Archer to explore, #2 is Soldier
Recharge Blessing of Pharasma for −1.
Diplomacy 5: 1d8 + 2 ⇒ (7) + 2 = 9 acquired
“And you with the helmet follow us.”
Discard Soldier to explore, #3 is Goblin Raid
Everyone faces a Goblin Raider
Discard Life Drain versus the goblin, recharge codex for −1
Combat 7: 1d12 + 3 + 2d4 ⇒ (11) + 3 + (3, 1) = 18 defeated
On the rock, some goblins start attacking everyone. Feiya just drain the life out of the closest one.
Arcane 9: 1d12 + 3 ⇒ (11) + 3 = 14 recharged
Healed 1: Apprentice
End turn
- 1d10 ⇒ 6 6 cards left so no crumbling
- draw 4 cards.
Hand (Size 6): Amulet of Life (Item), Blessing of the Elements 2 (Blessing), Fox (Ally), Frigid Blast (Spell), Life Drain (Spell), Blessing of the Elements 1 (Blessing)
Displayed: Daji
Deck: 10 Discard: 2 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2
Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster , you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.
Favored Card: Spell

Redgar's ACG Characters |

Off Turn
Goblin Raider
Hmm. I'm not nearly as skilled an arcanist as Feiya... but this could be an excellent chance to practice her style! Let's see what she does, and try copying that...
Combat DC 8 1d12 + 3 + 2d4 ⇒ (12) + 3 + (4, 3) = 22
Recharge Knowledge DC 7 1d8 + 3 ⇒ (7) + 3 = 10
Heal: Blessing of the Elements 1
Hah! Nothing like having a good teacher
My Turn
Hour of Erastil
I'm feeling a little independent, lets try Location C
Guard Oh my, it is cold in space, isn't it? How about a nip o' something to warm you up?
Fort DC 4 1d8 + 1 ⇒ (2) + 1 = 3
Not while you are on-duty? Ok, I understand. Come see me later, though.
Ansethetizing Slime to explore...
Burgler
Oy! You! What are you doing skulking about like that...
Charisma 6 1d6 ⇒ 6
Right then. That'll teach you. I trust you know how to behave in future? Good. Stay here, where I can keep an eye on you...
Recharge Slime Knowledge DC 7 1d8 + 3 ⇒ (7) + 3 = 10
Redraw: Acid Flask
1d10 ⇒ 9 vs. 7 cards left
End of Turn Summary:
Cards 1-2 at Bridge C are gone.
Acquire Ally B (Burglar)
Hand: Lightning Touch 1, Potion of Healing, Cure, Blessing of the Elements 2, Burgler*, Acid Flask,
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Feel free to recharge BotElements
Sideboard cards:
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.

Rooboo - Elf Olic'lo |

Off turn.
Summon and encounter a Goblin Raider
Reveal Nunchaku + 1 to use 1st power.
Reveal Amulet of Mighty Fists.
Tontelizi Uses his 1st power
Dexterity DC8: 1d10 + 1 + 1d6 + 1 + 2d4 ⇒ (7) + 1 + (4) + 1 + (3, 2) = 18 Success!
Beginning of turn Hourglass: Blessing of Abadar.
Tontelizi, I think it's time to get out of here
Move to Collapsing Bridge E.
Explore: Sneak
Before you act check.
Trigger 3rd power to use Dexterity instead
Dexterity DC8: 1d10 + 1 ⇒ (4) + 1 = 5 Fail!
Discard Amulet of Mighty Fists.
Wow! there is another sneaky foe. This one got me though... Wonder how many of them out there?
Reveal Nunchaku + 1.
Dexterity DC9+2=11: 1d10 + 1 + 1d6 + 1 ⇒ (9) + 1 + (6) + 1 = 17 Success!
There, there, stay put and don't cause any truble.
Discard Athlete to explore again.
Found Ameiko Kaijitsu.
Charisma DC7: 1d4 ⇒ 2 Autofail
Hey Ameiko, what are you doing here? Hey wait a moment. Wait! She's gone, can't blame her, this bridge is falling apart.
End of turn.
Collapsing Bridge > 7: 1d10 ⇒ 2
Reset Hand.
Draw: Conch Shell, Sai.
Hand:Temple Sword, Conch Shell, Sai, Emerald of Dexterity, Nunchaku + 1,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Feel free to use Conch Shell to examine top card of a location (Except Rooboo's location). Use it wisely though.
Sideboard cards:
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2
Favored Card: Weapon
Hand Size: 5
Proficient with: None
POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Pay close attention to Overseer announcements.
Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Ancient Skeleton (Summon)
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Brimorak (Summon)
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Goblin Raider (Summon)
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Skinsaw Cultist (Summon)
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Zombie Minion (Summon)
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
Archer (Ally B)
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.
Brodert Quink (Ally 2)
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.
Burglar (Ally B)
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.
Guide (Ally B)
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.
Ilsoari Gandethus (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Sage (Ally B)
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.
Soldier (Ally B)
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Standard Bearer (Ally B)
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.
Monster 1
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.
Monster 2
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.
Monster 3
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.
Monster 4
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.
Monster 5
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.
Barrier 1
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.
Barrier 2
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.
Barrier 3
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier 4
Barrier B
Traits: Trap
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Barrier 5
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.
Weapon 1
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.
Weapon 2
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.
Weapon 3
Weapon B
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Weapon 4
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.
Weapon 5
Weapon B
Traits: Bludgeoning Hammer Magic Melee
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+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.
Spell 1
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.
Spell 2
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.
Spell 3
Spell B
Traits: Basic Divine Magic Mental
To Acquire: Wisdom Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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.
Spell 4
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armor 1
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.
Armor 2
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.
Armor 3
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 4
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.
Armor 5
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.
Item 1
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Item 2
Item B
Traits: Basic Book
To Acquire: Intelligence Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item 3
Item B
Traits: Alchemical Basic Object
To Acquire: Intelligence Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Item 4
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.
Item 5
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.
Ally 1
Ally 2
Traits: Human
To Acquire: Charisma Diplomacy 7 OR Wisdom Divine 8
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
Ally 2
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 3
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 4
Ally B
Traits: Elf Scout
To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally 5
Ally B
Traits: Basic Human
To Acquire: Wisdom Perception 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Blessing 1
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 2
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 3
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 4
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 5
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.
Turn: 8 Tontelizi/Izdrix
Top of Blessing Discard Pile:
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.
Blessings Remaining: 22
Blessings Deck Card 9 - Turn 9 Feiya/勝20100
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Mother Myrtle/Redgar
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.
Blessings Deck Card 11 - Turn 11 Rooboo/Elf olic'lo
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.
Blessings Deck Card 12 - Turn 12 Tontelizi/Izdrix
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.
Blessings Deck Card 13 - Turn 13 Feiya/勝20100
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.
Blessings Deck Card 14 - Turn 14 Mother Myrtle/Redgar
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.
Blessings Deck Card 15 - Turn 15 Rooboo/Elf olic'lo
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.
Blessings Deck Card 16 - Turn 16 Tontelizi/Izdrix
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.
Blessings Deck Card 17 - Turn 17 Feiya/勝20100
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.
Blessings Deck Card 18 - Turn 18 Mother Myrtle/Redgar
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.
Blessings Deck Card 19 - Turn 19 Rooboo/Elf olic'lo
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.
Blessings Deck Card 20 - Turn 20 Tontelizi/Izdrix
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.
Blessings Deck Card 21 - Turn 21 Feiya/勝20100
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.
Blessings Deck Card 22 - Turn 22 Mother Myrtle/Redgar
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.
Blessings Deck Card 23 - Turn 23 Rooboo/Elf olic'lo
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.
Blessings Deck Card 24 - Turn 24 Tontelizi/Izdrix
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.
Blessings Deck Card 25 - Turn 25 Feiya/勝20100
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.
Blessings Deck Card 26 - Turn 26 Mother Myrtle/Redgar
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.
Blessings Deck Card 27 - Turn 27 Rooboo/Elf olic'lo
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.
Blessings Deck Card 28 - Turn 28 Tontelizi/Izdrix
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.
Blessings Deck Card 29 - Turn 29 Feiya/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mother Myrtle/Redgar
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.
Collapsing Bridge A
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Collapsing Bridge B
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: Feiya/勝20100
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.
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.
Collapsing Bridge C
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle/Redgar
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
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.
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.
Collapsing Bridge D
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tontelizi/Izdrix
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.
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 to of her deck for each undefeated cultist. Banish this card.
Collapsing Bridge E
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 0
Located/Displayed Here: Rooboo/Elf olic'lo
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.
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.
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Ally 1
Traits: Bard Human
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
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.
Collapsing Bridge F
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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.
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.

BR skizzerz |

Tontelizi must summon and encounter a Goblin Raider per Feiya's encounter with the Goblin Raid barrier.
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

PACG Overseer |
The floating platform you're standing on crashes into another, knocking Tontelizi (Izdrix) over the edge.
You just barely manage to grab on, but you can't maintain your grip for much longer and your allies are too far away to help. From a distance, you hear Sorrina Westyr's voice. You can't make out much of what she's saying, but you hear one word clearly: 'JUMP!' Trusting the Master of Spells, you let go...
Tontelizi (Izdrix), you are now moving to Elinnea's table (Gameplay Thread). if you have a cohort displayed, put it on top of your deck. If you have any cards displayed next to your character’s deck belong to another player, put them in that character’s discard pile. Pick up your deck, hand, discard pile, buried cards, character, role, and token cards, and any cards displayed next to your character’s deck. When you arrive at your new table, take the place of the person who just left. Place your token at a random open location and put your other cards in the appropriate places.

BR skizzerz |

Welcome! We have a discord set up at this link. Joining is optional but highly recommended.

Tontelizi - Izdrix |

Encounter Goblin Raider
Reveal Shock Glaive +1 to add 1d10 +1 for combat check
Strength (Melee) DC8: 1d8 + 1d10 + 5 ⇒ (7) + (6) + 5 = 18
Defeat Goblin Raider
Haha, take that! ....Whoah, things are really falling apa-
Tontelizi hurtles away....

Lesath - Dinketry |

"Cannonballllllllll!"
A grizzled lanky human crashes into the rocky platform from far above, rolling to a stop with a groan.
"Someone let the water out of the lagoon...."
Which random location am I at?: 1d6 ⇒ 2 Collapsing Bridge B
Lesath squints up at the bodiced witch. "Things could be worse..." he says with a rakish grin.
Hand: Father Zantus, Venomous Fighting Fan +1, Blessing of the Quartermaster 1, Pistol +1,
Displayed: Skeleton,
Deck: 12 Discard: 2 Buried: 0
Notes: T-shirt: Not yet used. Game Mat: Not yet used.
Sideboard cards:
Dexterity d10 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4 [ ]
Fortitude: Constitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2
Charisma d6 [ ] +1
Favored Card: Weapon
Hand Size 4 [X] 5 [ ] 6
Proficient with: [ ] Light Armors Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, gain the skill Melee: Dexterity +1.
When you would banish a monster, display it. You may recharge a card to add 1d6 ([ ] +1) to your combat check for each displayed monster. At the end of your turn, banish the displayed monsters.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Amateur Swashbuckler: [ ][ ][ ][ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Lesath - Dinketry |

Top card of the hourglass: Blessing of Gorum.
Lesath rolls up to a seated position and squints up at another figure that stands over him.
Free explore and encounter Soldier. Recharge Blessing of the Quartermaster for this check.
Charisma (6) Check: 2d6 ⇒ (4, 2) = 6 SUCCESS!
"Thanks, friend!" the rogue says as the armoured Pathfinder pulls him to his feet. "Point my weapons in a direction and set me loose!"
Discard Soldier to explore again and encounter Scout.
"Look out!" Lesath cries out as he tries to push the soldier out of the way of an alchemical bomb thrown their way.
BYA Ranged Damage: 1d4 - 1 ⇒ (4) - 1 = 3 BASTARD! Hand wipe...
Feiya, could I use your Blessing of the Elements, please? Could you also recharge a card to knock down the DC by 2?
Combat (8+2-2) Check: 1d6 + 1d6 ⇒ (4) + (4) = 8 SUCCESS! Display Scout.
Lesath's soldier colleague takes minor woundsl as the rogue pushes himself directly into the blast. The rogue's momentum carries him forward through the shrapnel to the strangely robed foe. Lesath decks him with a roundhouse punch, then falls on him and violently twists his neck with a gruesome crack. He looks up at the whirling vortex of stony platforms.
Dance, dance, die, dance! Sing a song of six cracks, a broken vertebrae!!!
"Yeah, that's what I was looking for," Lesath says in a stoned daze.
End turn. Reset hand. Banish monsters.
Hand: Cloak of Daggers, Fencer, Liquid Blade, Blessing of Besmara, Rochin,
Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: T-shirt: Not yet used. Game Mat: Not yet used. I'd prefer to use my blessing if possible (I get cool swashbuckling stuff).
Sideboard cards:
Dexterity d10 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4 [ ]
Fortitude: Constitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2
Charisma d6 [ ] +1
Favored Card: Weapon
Hand Size 4 [X] 5 [ ] 6
Proficient with: [ ] Light Armors Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, gain the skill Melee: Dexterity +1.
When you would banish a monster, display it. You may recharge a card to add 1d6 ([ ] +1) to your combat check for each displayed monster. At the end of your turn, banish the displayed monsters.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Amateur Swashbuckler: [ ][ ][ ][ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Lesath - Dinketry |

Out of turn #1: bury Liquid Blade to draw Venomous Fighting Fan +1 from discard pile.
Out of turn #2: display then shuffle in Cloak of Daggers to draw Stormrune Knife from deck.
Hand: Stormrune Knife, Fencer, Venomous Fighting Fan +1, Blessing of Besmara, Rochin,
Displayed:
Deck: 8 Discard: 5 Buried: 1
Notes: T-shirt: Not yet used. Game Mat: Not yet used. I can recharge my Stormrune Knife to give your combat at my location a 1d4 boost + Electricity, if you need it. Alternately, I could recharge my Fencer and take your combat myself (at my location). I'd still prefer to preserve my Besmaran blessing for me, but use it if you're desperate.
Sideboard cards:
Dexterity d10 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4 [ ]
Fortitude: Constitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2
Charisma d6 [ ] +1
Favored Card: Weapon
Hand Size 4 [X] 5 [ ] 6
Proficient with: [ ] Light Armors Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, gain the skill Melee: Dexterity +1.
When you would banish a monster, display it. You may recharge a card to add 1d6 ([ ] +1) to your combat check for each displayed monster. At the end of your turn, banish the displayed monsters.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Amateur Swashbuckler: [ ][ ][ ][ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Pay close attention to Overseer announcements.
Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Ancient Skeleton (Summon)
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Brimorak (Summon)
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Goblin Raider (Summon)
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Skinsaw Cultist (Summon)
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Zombie Minion (Summon)
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
Archer (Ally B)
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.
Brodert Quink (Ally 2)
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.
Burglar (Ally B)
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.
Guide (Ally B)
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.
Ilsoari Gandethus (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Sage (Ally B)
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.
Soldier (Ally B) x2
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Standard Bearer (Ally B)
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.
Monster 1
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.
Monster 2
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.
Monster 3
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.
Monster 4
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.
Monster 5
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.
Barrier 1
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.
Barrier 2
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.
Barrier 3
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier 4
Barrier B
Traits: Trap
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Barrier 5
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.
Weapon 1
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.
Weapon 2
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.
Weapon 3
Weapon B
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Weapon 4
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.
Weapon 5
Weapon B
Traits: Bludgeoning Hammer Magic Melee
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+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.
Spell 1
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.
Spell 2
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.
Spell 3
Spell B
Traits: Basic Divine Magic Mental
To Acquire: Wisdom Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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.
Spell 4
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armor 1
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.
Armor 2
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.
Armor 3
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 4
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.
Armor 5
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.
Item 1
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Item 2
Item B
Traits: Basic Book
To Acquire: Intelligence Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item 3
Item B
Traits: Alchemical Basic Object
To Acquire: Intelligence Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Item 4
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.
Item 5
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.
Ally 1
Ally 2
Traits: Human
To Acquire: Charisma Diplomacy 7 OR Wisdom Divine 8
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
Ally 2
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 3
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 4
Ally B
Traits: Elf Scout
To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally 5
Ally B
Traits: Basic Human
To Acquire: Wisdom Perception 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Blessing 1
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 2
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 3
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 4
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 5
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.
Turn: 9 Feiya/勝20100
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 21
Blessings Deck Card 10 - Turn 10 Mother Myrtle/Redgar
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.
Blessings Deck Card 11 - Turn 11 Rooboo/Elf olic'lo
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.
Blessings Deck Card 12 - Turn 12 Lesath/dinketry
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.
Blessings Deck Card 13 - Turn 13 Feiya/勝20100
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.
Blessings Deck Card 14 - Turn 14 Mother Myrtle/Redgar
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.
Blessings Deck Card 15 - Turn 15 Rooboo/Elf olic'lo
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.
Blessings Deck Card 16 - Turn 16 Lesath/dinketry
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.
Blessings Deck Card 17 - Turn 17 Feiya/勝20100
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.
Blessings Deck Card 18 - Turn 18 Mother Myrtle/Redgar
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.
Blessings Deck Card 19 - Turn 19 Rooboo/Elf olic'lo
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.
Blessings Deck Card 20 - Turn 20 Lesath/dinketry
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.
Blessings Deck Card 21 - Turn 21 Feiya/勝20100
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.
Blessings Deck Card 22 - Turn 22 Mother Myrtle/Redgar
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.
Blessings Deck Card 23 - Turn 23 Rooboo/Elf olic'lo
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.
Blessings Deck Card 24 - Turn 24 Lesath/dinketry
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.
Blessings Deck Card 25 - Turn 25 Feiya/勝20100
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.
Blessings Deck Card 26 - Turn 26 Mother Myrtle/Redgar
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.
Blessings Deck Card 27 - Turn 27 Rooboo/Elf olic'lo
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.
Blessings Deck Card 28 - Turn 28 Lesath/dinketry
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.
Blessings Deck Card 29 - Turn 29 Feiya/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mother Myrtle/Redgar
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.
Collapsing Bridge A
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Collapsing Bridge B
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Feiya/勝20100, Lesath/dinketry
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.
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.
Collapsing Bridge C
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle/Redgar
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
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.
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.
Collapsing Bridge D
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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 to of her deck for each undefeated cultist. Banish this card.
Collapsing Bridge E
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 0
Located/Displayed Here: Rooboo/Elf olic'lo
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.
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.
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Ally 1
Traits: Bard Human
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
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.
Collapsing Bridge F
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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.
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.

Feiya - 勝20100 |

Hour of Iomedae
Explore, B #1 is Archer
Use power and recharge Blessing of the Elements 1 for a −1
Diplomacy 5: 1d8 + 2 ⇒ (6) + 2 = 8 acquired
Feiya finds another person with a bow, but she doesn’t shoot arrows at her so she tries to convince her to come along: “Hi, we need to gather up, follow us.”
Discard Archer 2 to explore, B #2 is Cultist
Discard Life Drain, use power and recharge Blessing of the Elements 2 to reduce difficulty by 1
Combat 8: 1d12 + 3 + 2d4 ⇒ (3) + 3 + (3, 3) = 12 defeated
Recharge Fox on recharge check
Arcane 9: 1d12 + 3 + 1d4 ⇒ (9) + 3 + (2) = 14 recharged
Healed: Archer
She then approaches a hooded figure, that draws a dagger and put it into the archer. She cast a spell to fell the cultist down and then approaches the archer and tells him “Don’t worry, I’ve got you”. After a bit of healing the archer is ready for action once more.
End of turn:
- 1d10 ⇒ 10 Rock B collapses, card 3 and 4 left, the Scout and an Ambush (Toad gets banished)
- draw 4 cards
Hand (Size 6): Amulet of Life (Item), Frigid Blast (Spell), Fire Snake (Spell), Frostbite (Spell), Codex (Item), Archer (Ally)
Displayed: Daji
Deck: 11 Discard: 2 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or ask if in dire circumstances (might die, henchman/villain)
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2
Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster , you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.
Favored Card: Spell

Redgar's ACG Characters |

Hour of Irori
Myrtle heads to the Collapsing Bridge. F.
AnotherBurglar!
Listen, I'm already a fully protection money paid client of the thieves guild...
Charisma 6 1d6 ⇒ 3
Discard Acid Flask
Bother. Actually, not that sad. Acid Flask is my least useful item, in my experience.
End of Turn roll 1d10 ⇒ 5 vs. 8
Redraw: Alchemists Fire 1
End of Turn Summary:
Card 1 at Collapsing Bridge F is gone.
Hand: Lightning Touch 1, Potion of Healing, Cure, Blessing of the Elements 2, Burglar*, Alchemists Fire 1,
Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks)
Sideboard cards:
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>

PACG Overseer |
You hear the ominous sound of stones grinding against each other, and then the rock you're standing on cracks! Rooboo (Elf olic'lo) is separated from the rest of your team as the section of the platform you're standing on begins to fall away. Sorrina Westyr's voice magically sounds in your head: 'Look to your left - there! Now wait.. 3.. 2.. 1.. JUMP!' You leap, hoping you land on more stable ground...
Rooboo (Elf olic'lo), you are now moving to Elinnea's table (Gameplay Thread). if you have a cohort displayed, put it on top of your deck. If you have any cards displayed next to your character’s deck belong to another player, put them in that character’s discard pile. Pick up your deck, hand, discard pile, buried cards, character, role, and token cards, and any cards displayed next to your character’s deck. When you arrive at your new table, take the place of the person who just left. Place your token at a random open location and put your other cards in the appropriate places.

Feiya - 勝20100 |

Updated notes
Hand (Size 6): Amulet of Life (Item), Frigid Blast (Spell), Fire Snake (Spell), Frostbite (Spell), Codex (Item), Archer (Ally)
Displayed: Daji
Deck: 11 Discard: 2 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2
Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster , you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.
Favored Card: Spell

BR skizzerz |

Welcome Rivani! We have a discord set up at this link. Joining is optional but highly recommended. It’s your turn in case you see this before I post another update beforehand.

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Pay close attention to Overseer announcements.
Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Ancient Skeleton (Summon)
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Brimorak (Summon)
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Goblin Raider (Summon)
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Skinsaw Cultist (Summon)
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Zombie Minion (Summon)
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
Archer (Ally B) x2
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.
Brodert Quink (Ally 2)
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.
Burglar (Ally B)
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.
Guide (Ally B)
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.
Ilsoari Gandethus (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Sage (Ally B)
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.
Soldier (Ally B) x2
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Standard Bearer (Ally B)
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.
Monster 1
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.
Monster 2
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.
Monster 3
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.
Monster 4
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.
Monster 5
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.
Barrier 1
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.
Barrier 2
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.
Barrier 3
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier 4
Barrier B
Traits: Trap
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Barrier 5
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.
Weapon 1
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.
Weapon 2
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.
Weapon 3
Weapon B
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Weapon 4
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.
Weapon 5
Weapon B
Traits: Bludgeoning Hammer Magic Melee
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+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.
Spell 1
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.
Spell 2
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.
Spell 3
Spell B
Traits: Basic Divine Magic Mental
To Acquire: Wisdom Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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.
Spell 4
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armor 1
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.
Armor 2
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.
Armor 3
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 4
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.
Armor 5
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.
Item 1
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Item 2
Item B
Traits: Basic Book
To Acquire: Intelligence Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item 3
Item B
Traits: Alchemical Basic Object
To Acquire: Intelligence Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Item 4
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.
Item 5
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.
Ally 1
Ally 2
Traits: Human
To Acquire: Charisma Diplomacy 7 OR Wisdom Divine 8
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
Ally 2
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 3
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 4
Ally B
Traits: Elf Scout
To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally 5
Ally B
Traits: Basic Human
To Acquire: Wisdom Perception 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Blessing 1
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 2
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 3
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 4
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 5
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.
Turn: 11 Rivani/Greenclaw
Top of Blessing Discard Pile:
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.
Blessings Remaining: 19
Blessings Deck Card 12 - Turn 12 Lesath/dinketry
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.
Blessings Deck Card 13 - Turn 13 Feiya/勝20100
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.
Blessings Deck Card 14 - Turn 14 Mother Myrtle/Redgar
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.
Blessings Deck Card 15 - Turn 15 Rivani/Greenclaw
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.
Blessings Deck Card 16 - Turn 16 Lesath/dinketry
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.
Blessings Deck Card 17 - Turn 17 Feiya/勝20100
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.
Blessings Deck Card 18 - Turn 18 Mother Myrtle/Redgar
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.
Blessings Deck Card 19 - Turn 19 Rivani/Greenclaw
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.
Blessings Deck Card 20 - Turn 20 Lesath/dinketry
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.
Blessings Deck Card 21 - Turn 21 Feiya/勝20100
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.
Blessings Deck Card 22 - Turn 22 Mother Myrtle/Redgar
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.
Blessings Deck Card 23 - Turn 23 Rivani/Greenclaw
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.
Blessings Deck Card 24 - Turn 24 Lesath/dinketry
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.
Blessings Deck Card 25 - Turn 25 Feiya/勝20100
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.
Blessings Deck Card 26 - Turn 26 Mother Myrtle/Redgar
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.
Blessings Deck Card 27 - Turn 27 Rivani/Greenclaw
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.
Blessings Deck Card 28 - Turn 28 Lesath/dinketry
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.
Blessings Deck Card 29 - Turn 29 Feiya/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mother Myrtle/Redgar
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.
Collapsing Bridge A
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Collapsing Bridge B
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Feiya/勝20100, Lesath/dinketry
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
Collapsing Bridge C
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
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.
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.
Collapsing Bridge D
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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 to of her deck for each undefeated cultist. Banish this card.
Collapsing Bridge E
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Ally 1
Traits: Bard Human
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
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.
Collapsing Bridge F
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle/Redgar
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.
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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.
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.

Rooboo - Elf Olic'lo |
1 person marked this as a favorite. |

As Rooboo falls down she just stares expressionless at the rest of the group as if she knew that was going to happen... you know Rooboo won't be defeated by a falling rock... hopefully.

Rivani by Greenclaw |

Rivani jumps at the sound of Sorina's voice, trusting the Master of Spells implicitly. Still, it is very unnerving leaping into the dark and hoping...hoping...hoping...that any second now she'll land on...THUD. With a shoot of pain up her legs but a great deal of relief she finds herself on another rock. Looking left and right she sees unfamiliar faces, but Pathfinders no doubt fighting the common cause.
Random Open Location: 1d6 ⇒ 4 Location D
Move to Location E. Explore.
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.
Recharge Inflict Pain to use Knowledge instead of Disable. Discard Blessing of the Master of Masters
Knowledge 11: 3d12 + 5 ⇒ (4, 5, 6) + 5 = 20
Random Weapons: 1d4 ⇒ 2 Glaive (Weapon B), Light Crossbow +1 (Weapon 2)
Rivani finds a large chest nearby. Hoping to find something inside that may prove useful in the future, the psychic reaches into the lock with her mind to sense for the weakness within it...and with a CLICK it is open. Strapping the crossbow onto her back she keeps the glaive for now and keeps looking around.
Discard Soldier to explore again.
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.
Recharge Glaive to use Knowledge instead of Acrobatics
Knowledge 7: 1d12 + 5 ⇒ (12) + 5 = 17 Acquired!
Seeing a young bard struggling to keep their feet on the falling rock, Rivani rushes to save them, glad to not to have to watch anyone else tumble to certain death in front of her eyes. The bard gives Rivani a hug of gratitude but quickly points to where he thinks the rest of his group may be in trouble.
Discard Mindblade to explore again.
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Recharge Blessing of Pharasma to use Knowledge instead of Acrobatics
Knowledge 9: 1d12 + 5 ⇒ (5) + 5 = 10 Defeated!
Free Explore
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Rivani senses and helps the group avoid a nasty trap but then finds herself face to face with a sneaky goblin who probably set the trap in the first place and who now tries to steal some of her items.
For BYA, recharge Blessing of Abraxas to use Knowledge instead of Perception. Auto Succeed DC6 at +5
For Combat, reveal Light Crossbow +1. Recharge Troubadour to use Knowledge instead of Ranged for the check.
Combat (Knowledge) 8: 1d12 + 5 + 1d8 + 1 ⇒ (9) + 5 + (3) + 1 = 18 Defeated!
The fight with the goblin, while only a short one, leaves Rivani out of breath for a moment. She takes a moment to regather herself.
Collapse v.3?: 1d10 ⇒ 1 Wow! No collapse!
End Turn. Reset Hand.
Hand: Mutator, Light Crossbow +1, Life Drain, Gem of Mental Acuity, Father Zantus, Guard,
Displayed:
Deck: 15 Discard: 9 Buried: 0
Notes: Use blessings or signs as needed. Reroll used: Y
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [X]+1 [X]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Charisma d6 [ ]+1 [ ]+2 [ ]+3
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard ([ ] or recharge) a spell ([ ] or a boon) to add 1d4 to your Arcane check.
[X] During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

Lesath - Dinketry |

Top card of hourglass: Blessing of Abadar. Move to Bridge F.
Lesath comes to on the ground, wincing at the pain in his chest from the robed figure’s stabs. Thankfully his bandolier took most of that damage. The rogue rolls to his feet and grimaces as he sees the bled-out body of the warrior savaged by the same foe. Spying the white-haired witch standing with their back to him, Lesath mutters darkly and moves away.
Free explore and encounter Goblin Dog.
Lesath spies a hunched figure up ahead. Mistaking it for one of the robed foes, he draws a knife and stalks forward. Out of a nearby tunnel a snarling, sore-covered, four-legged beast snaps at the robed woman. The rogue hustles forward to intervene!
”Look out!”
Display Stormrune Knife for this check.
Combat (9) Check: 1d10 + 1 + 1d4 + 2 ⇒ (6) + 1 + (1) + 2 = 10 SUCCESS! Display Goblin Dog.
Sweet murder, the dance of determination!
The rogue stabs the dog-like thing in the back. He then introduces himself.
"Hello there! I'm Lesath; this is my colleague," he gestures at the caped fellow with the epee. "He was just about to scout ahead."
Discard Fencer to explore again. Encounter Acolyte.
The swashbuckling fellow rushes to the side of a robed figure collapsed on the ground.
Charisma (6) Check: 1d6 ⇒ 6 SUCCESS!
Amazingly, the figure is still alive! Lesath pulls the junior cleric to her feet.
"Friends all around!"
EOT roll (6 cards remaining): 1d10 ⇒ 5 All good!
End turn; reset hand. Banish monsters.
Hand: Stormrune Knife, Acolyte, Venomous Fighting Fan +1, Blessing of Besmara, Rochin,
Displayed:
Deck: 8 Discard: 6 Buried: 1
Notes: T-shirt: Not yet used. Game Mat: Not yet used. Please avoid using my Blessing of Besmara unless desperate (I get fun stuff for it).
Sideboard cards:
Dexterity d10 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4 [ ]
Fortitude: Constitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2
Charisma d6 [ ] +1
Favored Card: Weapon
Hand Size 4 [X] 5 [ ] 6
Proficient with: [ ] Light Armors Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, gain the skill Melee: Dexterity +1.
When you would banish a monster, display it. You may recharge a card to add 1d6 ([ ] +1) to your combat check for each displayed monster. At the end of your turn, banish the displayed monsters.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Amateur Swashbuckler: [ ][ ][ ][ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Pay close attention to Overseer announcements.
Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Ancient Skeleton (Summon)
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Brimorak (Summon)
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Goblin Raider (Summon)
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Skinsaw Cultist (Summon)
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Zombie Minion (Summon)
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
Acolyte (Ally B)
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Archer (Ally B) x2
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.
Brodert Quink (Ally 2)
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.
Burglar (Ally B)
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.
Glaive (Weapon B)
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.
Guide (Ally B)
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.
Ilsoari Gandethus (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Light Crossbow +1 (Weapon 2)
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.
Sage (Ally B)
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.
Soldier (Ally B) x2
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Standard Bearer (Ally B)
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.
Troubadour (Ally B)
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.
Monster 1
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Monster 2
Monster B
Traits: Aquatic Bunyip Elite
To Defeat: Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster 3
Monster B
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster 4
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.
Monster 5
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.
Barrier 1
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.
Barrier 2
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.
Barrier 3
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
Barrier 4
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.
Barrier 5
Barrier 2
Traits: Basic Skirmish Undead Zombie
To Defeat: None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Weapon 1
Weapon B
Traits: Bludgeoning Hammer Magic Melee
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+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.
Weapon 2
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.
Weapon 3
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.
Weapon 4
Weapon B
Traits: 2-Handed Bow Elite Piercing Ranged
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Weapon 5
Weapon B
Traits: 2-Handed Bow Piercing Ranged
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spell 1
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.
Spell 2
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.
Spell 3
Spell 2
Traits: Arcane Attack Magic Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 4
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.
Spell 5
Spell 2
Traits: Arcane Attack Magic Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armor 1
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.
Armor 2
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.
Armor 3
Armor 1
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
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.
Armor 5
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.
Item 1
Item 1
Traits: Arcane Attack Elite Magic Wand
To Acquire: 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.
Item 2
Item B
Traits: Basic Object
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Item 3
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.
Item 4
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Item 5
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.
Ally 1
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Ally 2
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.
Ally 3
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.
Ally 4
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 5
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.
Blessing 1
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 2
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 3
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 4
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 5
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.
Turn: 13 Feiya/勝20100
Top of Blessing Discard Pile:
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.
Blessings Remaining: 17
Blessings Deck Card 14 - Turn 14 Mother Myrtle/Redgar
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.
Blessings Deck Card 15 - Turn 15 Rivani/Greenclaw
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.
Blessings Deck Card 16 - Turn 16 Lesath/dinketry
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.
Blessings Deck Card 17 - Turn 17 Feiya/勝20100
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.
Blessings Deck Card 18 - Turn 18 Mother Myrtle/Redgar
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.
Blessings Deck Card 19 - Turn 19 Rivani/Greenclaw
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.
Blessings Deck Card 20 - Turn 20 Lesath/dinketry
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.
Blessings Deck Card 21 - Turn 21 Feiya/勝20100
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.
Blessings Deck Card 22 - Turn 22 Mother Myrtle/Redgar
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.
Blessings Deck Card 23 - Turn 23 Rivani/Greenclaw
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.
Blessings Deck Card 24 - Turn 24 Lesath/dinketry
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.
Blessings Deck Card 25 - Turn 25 Feiya/勝20100
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.
Blessings Deck Card 26 - Turn 26 Mother Myrtle/Redgar
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.
Blessings Deck Card 27 - Turn 27 Rivani/Greenclaw
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.
Blessings Deck Card 28 - Turn 28 Lesath/dinketry
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.
Blessings Deck Card 29 - Turn 29 Feiya/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mother Myrtle/Redgar
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.
Collapsing Bridge A
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Collapsing Bridge B
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Feiya/勝20100
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
Collapsing Bridge C
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
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.
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.
Collapsing Bridge D
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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 to of her deck for each undefeated cultist. Banish this card.
Collapsing Bridge E
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: Rivani/Greenclaw
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.
Ally 1
Traits: Bard Human
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
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.
Collapsing Bridge F
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle/Redgar, Lesath/dinketry
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.
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.

Feiya - 勝20100 |

Hour of Desna
Move: Collapsing Bridge E
Explore E1: Archer (again)
Use Power and recharge frostbite for a −1
Diplomacy 5: 1d8 + 2 ⇒ (2) + 2 = 4
Feiya finds another bowman and starts telling him “Hey you with… Didn’t I just saw you before?” The archer seems angry at the confusion and wanders off.
I’m going to continue exploring, the ally will just disappear otherwise.
Discard archer to explore, E2 is Cyrdak Drokkus.
Use Power and recharge Codex for a −1
Diplomacy 4: 1d8 + 2 ⇒ (1) + 2 = 3
On the next person, Feiya tries her charm hex but the bard resists and wanders off.
End turn:
- 1d10 ⇒ 6 collapses as expected, I don’t roll low when I need it.
- draw 3
Hand (Size 6): Amulet of Life (Item), Frigid Blast (Spell), Fire Snake (Spell), Apprentice (Ally), Staff of Cackling Wrath (Item), Blessing of the Elements 1 (Blessing)
Displayed: Daji
Deck: 10 Discard: 3 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2
Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster , you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.
Favored Card: Spell

Redgar's ACG Characters |

Off-Turn
Mother Myrtle sees a new figure approach her on the rock slab.
Oh, hello dearie. You're new... would you like to try some of my delicious mushroom soup? Cure 1d4 + 1 ⇒ (1) + 1 = 2
Recharge Cure Knowledge DC 7 1d8 + 3 ⇒ (1) + 3 = 4
Now then, that's no good. You need to drink ALL your soup. Every. Last. Drop. (She punctuates this point with her ladle). Potion of Healing 1d4 ⇒ 3
Recharge Potion of Healing Knowledge DC 7 1d8 + 3 ⇒ (4) + 3 = 7
I really need to thank that Dwarf... shame he floated off into space...
Hour of the Gods
Move to Bridge A
Rat Swarm Combat DC 8, 12 w/kicker
Rats, trying to raid my larder? Not on my watch! Lightning Touch 1
1d12 + 3 + 2d4 ⇒ (9) + 3 + (2, 1) = 15
Recharge Lighting Touch Knowledge DC 7 1d8 + 3 ⇒ (8) + 3 = 11
Redraw: Clockwork Spy
Blessing of the Elements 1
Noxious Bomb
End of Turn Summary:
5 points of healing to Lesath
Card 1 gone from Location A
Hand: Alchemists Fire 1, Blessing of the Elements 2, Burglar*, Clockwork Spy, Blessing of the Elements 1, Noxious Bomb,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks)
Sideboard cards:
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>

Rivani by Greenclaw |
1 person marked this as a favorite. |

Rivani moves to help her new companions search for survivors on her new rock.
Move to Location F. Explore
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.
Recharge Gem of Mental Acuity to use Intelligence die for Charisma.
Charisma 6: 1d12 ⇒ 6 Acquired!
Rivani finds a young scout desperately clinging for their life on the edge of the rock. Rather than goading them up, she quickly sizes up the situation and figures out the best way to get them back to safety. As is the usual case, where there's one person in trouble, there's usually more. The scout points out where he last saw the rest of his group.
Discard Guide to explore again.
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile
Wisdom 6: 1d8 ⇒ 6 Acquired!
Rivani finds a cleric in trouble, who looks startlingly like one she'd already saved on the last rock. "Zantus!" one exclaims as he sees his double. "Zhantoos!" the other cries back as they rush to embrace! After a few moments they turn slightly embarrassed to the rest of the group. "Ah...sorry, we're twins. I thought I might never see him again, but the gods be praised that you saved us both! Here, you look exhausted. Let at least one of us heal you a little."
Bury Father Zantus 1 to recharge 1d4 + 1 ⇒ (3) + 1 = 4 random cards from Rivani's discard pile back into her deck: Soldier, Troubadour, Sign of the Pack, Blessing of the Master of Masters
Refreshed somewhat, Rivani looks around to see where she's next needed.
End of Turn Collapse v. 4: 1d10 ⇒ 2 No collapse! 4 cards still left in the deck (1 of them is an ally). Also, if anyone needs some healing and would like Zantus, let me know and we'll see if we can work out a way to hand him over.
End Turn. Reset Hand.
Hand: Mutator, Light Crossbow +1, Life Drain, Guard, Father Zantus 2, Venomous Hand Crossbow +1,
Displayed:
Deck: 18 Discard: 6 Buried: 1
Notes: Use blessings or signs as needed. Reroll used: Y
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [X]+1 [X]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Charisma d6 [ ]+1 [ ]+2 [ ]+3
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard ([ ] or recharge) a spell ([ ] or a boon) to add 1d4 to your Arcane check.
[X] During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Pay close attention to Overseer announcements.
Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Ancient Skeleton (Summon)
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Brimorak (Summon)
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Goblin Raider (Summon)
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Skinsaw Cultist (Summon)
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Zombie Minion (Summon)
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
Acolyte (Ally B)
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Archer (Ally B) x2
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.
Brodert Quink (Ally 2)
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.
Burglar (Ally B)
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.
Father Zantus (Ally B)
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Glaive (Weapon B)
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.
Guide (Ally B) x2
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.
Ilsoari Gandethus (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Light Crossbow +1 (Weapon 2)
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.
Sage (Ally B)
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.
Soldier (Ally B) x2
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Standard Bearer (Ally B)
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.
Troubadour (Ally B)
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.
Monster 1
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Monster 2
Monster B
Traits: Aquatic Bunyip Elite
To Defeat: Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster 3
Monster B
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster 4
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.
Monster 5
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.
Barrier 1
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.
Barrier 2
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.
Barrier 3
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
Barrier 4
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.
Barrier 5
Barrier 2
Traits: Basic Skirmish Undead Zombie
To Defeat: None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Weapon 1
Weapon B
Traits: Bludgeoning Hammer Magic Melee
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+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.
Weapon 2
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.
Weapon 3
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.
Weapon 4
Weapon B
Traits: 2-Handed Bow Elite Piercing Ranged
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Weapon 5
Weapon B
Traits: 2-Handed Bow Piercing Ranged
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spell 1
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.
Spell 2
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.
Spell 3
Spell 2
Traits: Arcane Attack Magic Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 4
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.
Spell 5
Spell 2
Traits: Arcane Attack Magic Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armor 1
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.
Armor 2
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.
Armor 3
Armor 1
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
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.
Armor 5
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.
Item 1
Item 1
Traits: Arcane Attack Elite Magic Wand
To Acquire: 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.
Item 2
Item B
Traits: Basic Object
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Item 3
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.
Item 4
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Item 5
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.
Ally 1
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Ally 2
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.
Ally 3
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.
Ally 4
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 5
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.
Blessing 1
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 2
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 3
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 4
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 5
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.
Turn: 16 Lesath/dinketry
Top of Blessing Discard Pile:
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.
Blessings Remaining: 14
Blessings Deck Card 17 - Turn 17 Feiya/勝20100
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.
Blessings Deck Card 18 - Turn 18 Mother Myrtle/Redgar
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.
Blessings Deck Card 19 - Turn 19 Rivani/Greenclaw
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.
Blessings Deck Card 20 - Turn 20 Lesath/dinketry
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.
Blessings Deck Card 21 - Turn 21 Feiya/勝20100
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.
Blessings Deck Card 22 - Turn 22 Mother Myrtle/Redgar
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.
Blessings Deck Card 23 - Turn 23 Rivani/Greenclaw
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.
Blessings Deck Card 24 - Turn 24 Lesath/dinketry
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.
Blessings Deck Card 25 - Turn 25 Feiya/勝20100
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.
Blessings Deck Card 26 - Turn 26 Mother Myrtle/Redgar
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.
Blessings Deck Card 27 - Turn 27 Rivani/Greenclaw
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.
Blessings Deck Card 28 - Turn 28 Lesath/dinketry
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.
Blessings Deck Card 29 - Turn 29 Feiya/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mother Myrtle/Redgar
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.
Collapsing Bridge A
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle/Redgar
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.
Collapsing Bridge B
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
Collapsing Bridge C
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
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.
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.
Collapsing Bridge D
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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 to of her deck for each undefeated cultist. Banish this card.
Collapsing Bridge E
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Feiya/勝20100
Collapsing Bridge F
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Lesath/dinketry, Rivani/Greenclaw
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
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.

Lesath - Dinketry |

Top card of the hourglass: BotG. Stay at location.
Lesath smiles at the newcomer.
"I'm struggling to see the point of this! It seems that we're just battling things with no end point in sight! I do hope the Venture-Captain will make some sense of this for us soon."
A bit meta, I know.
Free explore and encounter Goblin Cutpurse.
A goblin sneak tries to lift something from Lesath's belt.
Wisdom (6) Check: 1d8 ⇒ 4 FAIL!
Discard which card?: 1d5 ⇒ 1 Stormrune Knife. No matter; use Venomous Fighting Fan +1 for this check.
Combat (8) Check: 1d10 + 1 + 2 + 1d4 + 1 ⇒ (9) + 1 + 2 + (2) + 1 = 15 SUCCESS! Display Goblin Cutpurse.
Bleed and die, dance with me!
Lesath responds to the goblin ripping his new knife from his belt with a bladed fan to the throat. He then turns to meet the next challenge.
Discard Blessing of Besmara to explore again and encounter Standard Bearer.
Charisma (6) Check: 1d6 ⇒ 6 SUCCESS!
Lesath's aggressive smile wins over the confidence of the hesitant Pathfinder knight-errant who joins Lesath at his side. Lesath smirks before sending him off to search some more.
Discard Standard Bearer to explore again. Encounter Ambush.
Acrobatics (9+2) Check: 1d10 + 1 + 2 ⇒ (2) + 1 + 2 = 5 FAIL! Search location deck for monster - last card is a Battered Chest - and find none, so banish Ambush. End turn, reset hand, banish monster.
Lesath looks around a gets a strange sense of déjà vu, but doesn't know why.
I'm not going to roll the EOT roll as there are no more boons in this location.
Hand: Pistol +1, Acolyte, Venomous Fighting Fan +1, Cloak of Daggers, Rochin,
Displayed:
Deck: 11 Discard: 4 Buried: 1
Notes: T-shirt: Not yet used. Game Mat: Not yet used.
Sideboard cards:
Dexterity d10 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4 [ ]
Fortitude: Constitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2
Charisma d6 [ ] +1
Favored Card: Weapon
Hand Size 4 [X] 5 [ ] 6
Proficient with: [ ] Light Armors Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, gain the skill Melee: Dexterity +1.
When you would banish a monster, display it. You may recharge a card to add 1d6 ([ ] +1) to your combat check for each displayed monster. At the end of your turn, banish the displayed monsters.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Amateur Swashbuckler: [ ][ ][ ][ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Feiya - 勝20100 |

Hour of of Sarenrae
Move to Collapsing Bridge F
Explore: Battered Chest
Discard Fire Snake to use Arcane, recharge blessing of the elements
Melee 8: 2d12 + 3 ⇒ (1, 6) + 3 = 10
Items: 1d4 ⇒ 4 Wand of Force Missile, Caltrops, Token of Remembrance, Potion of Ruggedness
Recharge Apprentice on recharge check
Recharge Fire Snake, Arcane 8: 1d12 + 3 + 1d6 ⇒ (8) + 3 + (2) = 13 recharged
Lesath mentions a battered chest, so Feiya comes and use a fire spell to melt the lid. She finds quite a treasure inside put the rock starts crumbling.
Closing location: 4 damage, discard Amulet of Life to reduce that by 3, and discard Caltrops.
Recharge Amulet of Life, Arcane 7: 1d12 + 3 ⇒ (9) + 3 = 12 recharged!
Location F is closed
End turn: draw 1 card.
Hand (Size 6): Frigid Blast (Spell), Staff of Cackling Wrath (Item), Wand of Force Missile (Item), Token of Remembrance (Item), Potion of Ruggedness (Item), Life Drain (Spell)
Displayed: Daji
Deck: 13 Discard: 4 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2
Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster , you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.
Favored Card: Spell

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Pay close attention to Overseer announcements.
Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Ancient Skeleton (Summon)
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Brimorak (Summon)
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Goblin Raider (Summon)
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Skinsaw Cultist (Summon)
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Zombie Minion (Summon)
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
Acolyte (Ally B)
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Archer (Ally B) x2
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.
Brodert Quink (Ally 2)
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.
Burglar (Ally B)
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.
Caltrops (Item B)
Item B
Traits: Basic Object
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Father Zantus (Ally B)
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Glaive (Weapon B)
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.
Guide (Ally B) x2
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.
Ilsoari Gandethus (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Light Crossbow +1 (Weapon 2)
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.
Potion of Ruggedness (Item 1)
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Sage (Ally B)
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.
Soldier (Ally B) x2
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Standard Bearer (Ally B) x2
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.
Token of Remembrance (Item B)
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.
Troubadour (Ally B)
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.
Wand of Force Missile (Item 1)
Item 1
Traits: Arcane Attack Elite Magic Wand
To Acquire: 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.
Monster 1
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
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.
Monster 3
Monster 2
Traits: Elite Swarm Undead
To Defeat: Combat 12 OR Divine 8
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Monster 4
Monster 2
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster 5
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.
Barrier 1
Barrier B
Traits: Cache Elite Magic
To Defeat: Intelligence Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 2
Barrier 2
Traits: Basic Skirmish Undead Zombie
To Defeat: None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Barrier 3
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.
Barrier 4
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.
Barrier 5
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.
Weapon 1
Weapon B
Traits: 2-Handed Basic Bow Piercing Ranged
To Acquire: Dexterity Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon 2
Weapon B
Traits: Magic Melee Slashing Sword
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+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.
Weapon 3
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.
Weapon 4
Weapon 1
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Weapon 5
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.
Spell 1
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.
Spell 2
Spell 2
Traits: Arcane Attack Elite Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 3
Spell 1
Traits: Arcane Attack Fire Magic
To Acquire: Intelligence Arcane 6
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Spell 4
Spell B
Traits: Basic Divine Magic
To Acquire: Wisdom Divine 2
Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armor 1
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.
Armor 2
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.
Armor 3
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.
Armor 4
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.
Armor 5
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Item 1
Item B
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item 2
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item 3
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.
Item 4
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.
Item 5
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.
Ally 1
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.
Ally 2
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.
Ally 3
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 4
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.
Ally 5
Ally 1
Traits: Human Shopkeeper
To Acquire: Charisma Diplomacy 6 OR Dexterity Stealth 8
Banish this card to add a random item from the box to your hand.
Blessing 1
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 2
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 3
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 4
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 5
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.
Turn: 18 Mother Myrtle/Redgar
Top of Blessing Discard Pile:
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.
Blessings Remaining: 29
Blessings Deck Card 2 - Turn 19 Rivani/Greenclaw
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.
Blessings Deck Card 3 - Turn 20 Lesath/dinketry
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.
Blessings Deck Card 4 - Turn 21 Feiya/勝20100
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 5 - Turn 22 Mother Myrtle/Redgar
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.
Blessings Deck Card 6 - Turn 23 Rivani/Greenclaw
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.
Blessings Deck Card 7 - Turn 24 Lesath/dinketry
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.
Blessings Deck Card 8 - Turn 25 Feiya/勝20100
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.
Blessings Deck Card 9 - Turn 26 Mother Myrtle/Redgar
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.
Blessings Deck Card 10 - Turn 27 Rivani/Greenclaw
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.
Blessings Deck Card 11 - Turn 28 Lesath/dinketry
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 29 Feiya/勝20100
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.
Blessings Deck Card 13 - Turn 30 Mother Myrtle/Redgar
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.
Blessings Deck Card 14 - Turn 31 Rivani/Greenclaw
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.
Blessings Deck Card 15 - Turn 32 Lesath/dinketry
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.
Blessings Deck Card 16 - Turn 33 Feiya/勝20100
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.
Blessings Deck Card 17 - Turn 34 Mother Myrtle/Redgar
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.
Blessings Deck Card 18 - Turn 35 Rivani/Greenclaw
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 36 Lesath/dinketry
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.
Blessings Deck Card 20 - Turn 37 Feiya/勝20100
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.
Blessings Deck Card 21 - Turn 38 Mother Myrtle/Redgar
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.
Blessings Deck Card 22 - Turn 39 Rivani/Greenclaw
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.
Blessings Deck Card 23 - Turn 40 Lesath/dinketry
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.
Blessings Deck Card 24 - Turn 41 Feiya/勝20100
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.
Blessings Deck Card 25 - Turn 42 Mother Myrtle/Redgar
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.
Blessings Deck Card 26 - Turn 43 Rivani/Greenclaw
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.
Blessings Deck Card 27 - Turn 44 Lesath/dinketry
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.
Blessings Deck Card 28 - Turn 45 Feiya/勝20100
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.
Blessings Deck Card 29 - Turn 46 Mother Myrtle/Redgar
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.
Blessings Deck Card 30 - Turn 47 Rivani/Greenclaw
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.
Collapsing Bridge A
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle/Redgar
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.
Collapsing Bridge B
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
Collapsing Bridge C
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
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.
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.
Collapsing Bridge D
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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 to of her deck for each undefeated cultist. Banish this card.
Collapsing Bridge E
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Collapsing Bridge F
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Feiya/勝20100, Lesath/dinketry, Rivani/Greenclaw
Collapsing Bridge G
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Ally 1
Traits: Human Noble
To Acquire: Charisma Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
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.
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.
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.
Barrier 2
Traits: Elite Obstacle
To Defeat: Dexterity Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

PACG Overseer |
You've nearly reached your goal - the fortress at the center of the astreroid looms in front of you. Unfortunately, this near to the fortress, the floating islands are even closer to each other, and constantly smashing into each other. You look up, and see one coming straight towards you. Mother Myrtle (Redgar), you need to jump right now, or you'll be crushed between the two massive rocks!
Mother Myrtle (Redgar), you are now moving to Elinnea's table (Gameplay Thread/Google Hangout). if you have a cohort displayed, put it on top of your deck. If you have any cards displayed next to your character’s deck belong to another player, put them in that character’s discard pile. Pick up your deck, hand, discard pile, buried cards, character, role, and token cards, and any cards displayed next to your character’s deck. When you arrive at your new table, take the place of the person who just left. Place your token at a random open location and put your other cards in the appropriate places.

BR skizzerz |

Welcome! Please use this invite link to join our Discord. The link the overseer gave is a bit out-of-date and I've done some channel moves since then. Also, it's your turn so go ahead and determine your starting location and then take your turn once you see this and have time.

BALAZAR 341416-1002 |

Starting Location - Collapsing Bridge G and Padrig is placed on the top of my deck
Turn Order - Feiya(勝20100)/Balazar (TheGreatNateO)/Rivani(Greenclaw)/Lesath(dinketry)
Turn # 18 - Top of Blessings Discards Deck: Blessing of Abadar
Give Card: None
Move: Stay at Collapsing Bridge G
Explore: Collapsing Bridge G Card 1 - Cultist (Monster B)
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
For Combat I will Reveal: Staff of Cackling Wrath and Display: Charm Person for its power and use my Arcane Skill for 1d12+2d4+4
Cultist - Combat DC 9: 1d12 + 2d4 + 4 ⇒ (8) + (2, 2) + 4 = 16 - Success
Cultist is added to my hand, I will place a random card from discard pile into my deck - Summon Minor Monster. Charm Person is Discarded.
I will end my turn, and recharge zCultist and use Phantom Steed power to Move: Collapsing Bridge F. Location is closed so no roll needed
I will rest my hand to 7
Hand: Staff of Cackling Wrath, Blessing of Abadar (2), zGhoul2, Padrig, Blessing of Abadar (1), Diviner's Blight, Good Omen
Displayed: Phantom Steed
Deck: 13 Discard: 4 Buried: 0
Notes: (1) Monster(s) are available to be banished for 1d4 + AD Number for someone at my location Combat Check, or to reduce damage dealt to a character at your location by 1 plus the AD. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Good Omen, Blessing of Abadar (2), zGhoul2
Strength d4 [ ] +1
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [X] +1 [ ] +2 [ ]+3
- Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [ ] +3 [] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [X] 7 [ ] 8
Proficient With: Light Armors
POWERS:
After you play a spell tha has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box
When you defeat a monster and would banish it, you may add it to your hand instead
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location
[X] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number
[X] or to recharge a spell from your discard pile.
Padrig: Display this card. While displayed, for your combat check, you may reveal a monster or spell to roll 2d10; or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait. While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.
Middle {Order is not Known}: Haste Augury Charm Monster Summon Minor Monster Blackcloth Armor Bound Imp Bound Lantern Archon Riftwarden Blessing of Pharasma Blessing of Bastet zBurglar zBurglar_2 zGoblin CommandoB
Recharged:
Discard Pile:Object Reading, Mist Horn, zGuide, Charm Person
Buried Pile:

BALAZAR 341416-1002 |

When the blessing deck card is flipped I will Display: Padrig
Hand: Staff of Cackling Wrath, Blessing of Abadar (2), zGhoul2, Blessing of Abadar (1), Diviner's Blight, Good Omen
Displayed: Padrig, Phantom Steed
Deck: 13 Discard: 4 Buried: 0
Notes: (1) Monster(s) are available to be banished for 1d4 + AD Number for someone at my location Combat Check, or to reduce damage dealt to a character at your location by 1 plus the AD. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Good Omen, Blessing of Abadar (2), zGhoul2
Strength d4 [ ] +1
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [X] +1 [ ] +2 [ ]+3
- Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [ ] +3 [] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [X] 7 [ ] 8
Proficient With: Light Armors
POWERS:
After you play a spell tha has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box
When you defeat a monster and would banish it, you may add it to your hand instead
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location
[X] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number
[X] or to recharge a spell from your discard pile.
Padrig: Display this card. While displayed, for your combat check, you may reveal a monster or spell to roll 2d10; or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait. While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.
Middle {Order is not Known}: Haste Augury Charm Monster Summon Minor Monster Blackcloth Armor Bound Imp Bound Lantern Archon Riftwarden Blessing of Pharasma Blessing of Bastet zBurglar zBurglar_2 zGoblin CommandoB
Recharged:
Discard Pile:Object Reading, Mist Horn, zGuide, Charm Person
Buried Pile:

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Pay close attention to Overseer announcements.
Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Ancient Skeleton (Summon)
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Brimorak (Summon)
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Goblin Raider (Summon)
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Skinsaw Cultist (Summon)
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Zombie Minion (Summon)
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
Acolyte (Ally B)
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Archer (Ally B) x2
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.
Brodert Quink (Ally 2)
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.
Burglar (Ally B)
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.
Caltrops (Item B)
Item B
Traits: Basic Object
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Father Zantus (Ally B)
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Glaive (Weapon B)
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.
Guide (Ally B) x2
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.
Ilsoari Gandethus (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Light Crossbow +1 (Weapon 2)
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.
Potion of Ruggedness (Item 1)
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Sage (Ally B)
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.
Soldier (Ally B) x2
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Standard Bearer (Ally B) x2
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.
Token of Remembrance (Item B)
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.
Troubadour (Ally B)
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.
Wand of Force Missile (Item 1)
Item 1
Traits: Arcane Attack Elite Magic Wand
To Acquire: 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.
Monster 1
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
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.
Monster 3
Monster 2
Traits: Elite Swarm Undead
To Defeat: Combat 12 OR Divine 8
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Monster 4
Monster 2
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster 5
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.
Barrier 1
Barrier B
Traits: Cache Elite Magic
To Defeat: Intelligence Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 2
Barrier 2
Traits: Basic Skirmish Undead Zombie
To Defeat: None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Barrier 3
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.
Barrier 4
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.
Barrier 5
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.
Weapon 1
Weapon B
Traits: 2-Handed Basic Bow Piercing Ranged
To Acquire: Dexterity Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon 2
Weapon B
Traits: Magic Melee Slashing Sword
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+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.
Weapon 3
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.
Weapon 4
Weapon 1
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Weapon 5
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.
Spell 1
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.
Spell 2
Spell 2
Traits: Arcane Attack Elite Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 3
Spell 1
Traits: Arcane Attack Fire Magic
To Acquire: Intelligence Arcane 6
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Spell 4
Spell B
Traits: Basic Divine Magic
To Acquire: Wisdom Divine 2
Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armor 1
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.
Armor 2
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.
Armor 3
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.
Armor 4
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.
Armor 5
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Item 1
Item B
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item 2
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item 3
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.
Item 4
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.
Item 5
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.
Ally 1
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.
Ally 2
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.
Ally 3
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 4
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.
Ally 5
Ally 1
Traits: Human Shopkeeper
To Acquire: Charisma Diplomacy 6 OR Dexterity Stealth 8
Banish this card to add a random item from the box to your hand.
Blessing 1
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 2
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 3
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 4
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 5
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.
Turn: 19 Rivani/Greenclaw
Top of Blessing Discard Pile:
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.
Blessings Remaining: 28
Blessings Deck Card 3 - Turn 20 Lesath/dinketry
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.
Blessings Deck Card 4 - Turn 21 Feiya/勝20100
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 5 - Turn 22 Balazar/TheGreatNateO
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.
Blessings Deck Card 6 - Turn 23 Rivani/Greenclaw
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.
Blessings Deck Card 7 - Turn 24 Lesath/dinketry
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.
Blessings Deck Card 8 - Turn 25 Feiya/勝20100
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.
Blessings Deck Card 9 - Turn 26 Balazar/TheGreatNateO
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.
Blessings Deck Card 10 - Turn 27 Rivani/Greenclaw
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.
Blessings Deck Card 11 - Turn 28 Lesath/dinketry
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 29 Feiya/勝20100
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.
Blessings Deck Card 13 - Turn 30 Balazar/TheGreatNateO
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.
Blessings Deck Card 14 - Turn 31 Rivani/Greenclaw
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.
Blessings Deck Card 15 - Turn 32 Lesath/dinketry
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.
Blessings Deck Card 16 - Turn 33 Feiya/勝20100
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.
Blessings Deck Card 17 - Turn 34 Balazar/TheGreatNateO
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.
Blessings Deck Card 18 - Turn 35 Rivani/Greenclaw
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 36 Lesath/dinketry
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.
Blessings Deck Card 20 - Turn 37 Feiya/勝20100
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.
Blessings Deck Card 21 - Turn 38 Balazar/TheGreatNateO
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.
Blessings Deck Card 22 - Turn 39 Rivani/Greenclaw
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.
Blessings Deck Card 23 - Turn 40 Lesath/dinketry
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.
Blessings Deck Card 24 - Turn 41 Feiya/勝20100
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.
Blessings Deck Card 25 - Turn 42 Balazar/TheGreatNateO
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.
Blessings Deck Card 26 - Turn 43 Rivani/Greenclaw
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.
Blessings Deck Card 27 - Turn 44 Lesath/dinketry
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.
Blessings Deck Card 28 - Turn 45 Feiya/勝20100
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.
Blessings Deck Card 29 - Turn 46 Balazar/TheGreatNateO
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.
Blessings Deck Card 30 - Turn 47 Rivani/Greenclaw
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.
Collapsing Bridge A
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Collapsing Bridge B
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty 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.
Collapsing Bridge C
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
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.
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.
Collapsing Bridge D
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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 to of her deck for each undefeated cultist. Banish this card.
Collapsing Bridge E
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Collapsing Bridge F
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Balazar/TheGreatNateO, Feiya/勝20100, Lesath/dinketry, Rivani/Greenclaw
Collapsing Bridge G
At This Location (Open): At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
Ally 1
Traits: Human Noble
To Acquire: Charisma Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
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.
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.
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.
Barrier 2
Traits: Elite Obstacle
To Defeat: Dexterity Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Rivani by Greenclaw |

It is the hour of Calistria
Move to Location G. Explore.
Ally 1
Traits: Human Noble
To Acquire: Charisma Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
Charisma 4: 1d6 ⇒ 3 Fail!
End Turn Check: 1d10 ⇒ 9 OUCH! Location collapsed
End Turn. Reset Hand.
Sorry, temporarily offsite today and don't have access to my deck handler to copy in current hand. No blessings in hand at the moment, unfortunately. Hand is unchanged since the end of last turn.