[PACS] Season of the Runelords by redeux

Game Master redeux

Adventure Deck Number = 4


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construct of the GM/BR

botting olochs guard

Wrathful Sinspawn:
Wrathful Sinspawn
Henchman,
Monster 1

Traits:
Abberation

Check:
Combat
9

Before the encounter, succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

If defeated, you may immediately attempt to close this location.

BYA DC 6 wis: 1d8 + 1 ⇒ (1) + 1 = 2 dc increase

for the win and blessing still available, so BoGorum
Wrathful Sinspawn DC 10 combat: 3d10 + 3 + 2d6 + 1 ⇒ (5, 7, 9) + 3 + (1, 1) + 1 = 27 defeated


Box Runner

Development:
By Cayden’s tankard, such blasted luck! Why can’t you catch a break? In the stories, heroes find gold and riches at the end of their explorations, not metal creatures out to kill them.

Your rational mind asks why you expected treasure without a conflict, but your heart would really appreciate a break in your current run of bad luck.

Of course, if delving into the mountain were easy, bards would sing many more stories of triumphant adventurers. As your racing heart calms, so do your emotions. Thus champions are made, you tell yourself as you shoulder your pack and carefully walk the curiously well-preserved floors, winding your way back down to the base of the tower.

Reward:

  • Each character chooses armor, ally, or blessing and adds a card of that type from the game box to the cards acquired during this scenario.
  • Adventure Card Guild characters may choose a bonus deck upgrade.
  • everyone gets a hero point for feats and such

    Deck upgrades (tentative list)
    Soldier (Ally B)

    Belt of Incredible Dexterity (Item 3)
    Tome of Knowledge (Item B)
    Masterwork Tools (Item C)

    Major Cure (Spell 3)
    Swipe (Spell 3)
    Web (Spell 2)
    Consecration (Spell 2)
    Scorching Ray (Spell 1)
    Detect Evil (Spell B)
    Acid Arrow (Spell B)
    Augury (Spell B)

    Longsword +2 (Weapon 3)
    Warhammer +1 (Weapon B)


  • Box Runner

    2-3C: CURSES! FOILED AGAIN
    Adventuring is hard work, you think, stepping into the immense cavern inside the mountain. Perhaps a bit of rest is in order. The contents of your pack weigh heavily on your shoulders. One of the buildings here should give a measure of protection while you get a few hours of shut-eye.

    Many of the buildings in the cavern exhibit broken walls or collapsed ceilings. You attribute most of the damage to natural decay, though several of the walls appear to have been damaged by blunt objects being smashed into them with force. Rumors say Runelord Alaznist has an army of giants, and these buildings are big enough to house the creatures. Could be this was their home.

    Several hours later, you’ve traversed more than half the cavern but still haven’t located a prime spot for resting. Then you spy a small building set up against the cavern’s edge. Walls and ceiling intact, this could be the place. Your light source reveals a small room with the remains of furniture. Clearing a space for your bedroll, you wrap yourself in blankets and rest your weary body.

    While you sleep, several creatures enter. Rags shroud their features. They move silently, voices like whispering breezes. Not that you are aware of the activity, as you remain sucked into the stupor of sleep. You rise rested, only to realize you’re missing key parts of your kit. You look around at the waking forms of your friends, only to see bits and pieces of your gear in their packs and bedrolls. This is no time for pranks! A reddish haze covers your vision as you lurch out of your pallet, intent on your belongings.

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet

    During This Scenario: • Before setting up, record the contents of each character’s deck.
    • Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
    • When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
    • To win the scenario, close all of the locations.
    • At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.

    Villain: None
    Henchmen: Hook Mountain Hags

    Hook Mountain Hag:

    Henchman
    Type: Monster
    Traits: Hag
    To Defeat: Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait. When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any. If defeated, you may immediately attempt to close this location.

    Scenario Level (#): 3

    Turn: 0, Celeste/EmpTyger

    Random Cards:

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

    Spoiler:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Spoiler:
    Zombie Giant
    RotR
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.

    Spoiler:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

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

    Barriers
    Spoiler:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Spoiler:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

    Spoiler:
    Skeleton Horde
    RotR
    Barrier C
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    Spoiler:
    Mystic Inscription
    RotR
    Barrier C
    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.

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

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

    Spoiler:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    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 1d4 with the Fire trait.

    Spoiler:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

    Spoiler:
    Battleaxe
    RotR
    Weapon B
    Traits:
    Axe
    Elite
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Glaive
    RotR
    Weapon B
    Traits:
    2-Handed
    Elite
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

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

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

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

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


    Spoiler:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.

    Spoiler:
    Aid
    RotR
    Spell B
    Traits:
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Magic Half-Plate
    RotR
    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.

    Spoiler:
    Magic Leather Armor
    RotR
    Armor C
    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.

    Spoiler:
    Magic Chain Mail
    RotR
    Armor C
    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.

    Spoiler:
    Half-Plate
    RotR
    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.

    Spoiler:
    Half-Plate
    RotR
    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.

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

    Spoiler:
    Chime of Unlocking
    RotR
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 8
    Reveal this card to defeat a barrier with the Lock trait.

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

    Spoiler:
    Crown of Charisma
    RotR
    Item C
    Traits:
    Accessory
    Elite
    Magic
    To Acquire:
    Charisma
    Diplomacy 5
    Reveal this card to add 1 die to your Diplomacy check.
    Recharge this card to succeed at your Diplomacy check.

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

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

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

    Spoiler:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.

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

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Shimmerglens
    At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Location #7: Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    Female Naga Sorcerer/Astrologer Deck Handler

    Hero Point: Card Feat: 8 spells (taking Spell B Dazzle)
    Upgrading Ally B Zae into Ally 3 Vreva Jhafae
    Starting at Thassilonian Dungeon

    Zae was so fascinated by the clockwork mechanisms that the gnome decided to remain behind to study the mechanisms. Celeste held the opposite opinion- and she wasn't the only sorcerer to feel that way. A lost mage, who introduced herself as Vreva, was similarly on her way out. And while Vreva's signature dazzle spell was of a level of magic that Celeste had since advanced past, the naga nevertheless welcomed additional arcane company. "Perhaps together we can make sense of these Thassilonian mysteries."

    Celeste wrote:

    Hand: Scorching Ray, Shy Ratani, Blessing of the Starsong (discard to bless/bury to reroll), Force Missile, Blessing of the Elements (discard to bless/recharge to bless if invoking Acid/Cold/Electricity/Fire/Poison), Sihedron Medallion, Aqueous Orb,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    Ask before using: Blessing of the Elements; Blessing of the Starsong
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3

    Skills and Powers:

    Skills:
    Strength d4 [] +1
    Dexterity d8 [] +1 [] +2 [] +3
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    -- Survival: Intelligence +3
    Wisdom d6 [] +1
    Charisma d10 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficient with: Arcane
    Hand Size 6 [X] 7

    You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
    You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
    At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.

    Hero Points: 5

    Celeste's remaining cards:
    5 spells: Augury, Life Drain, Good Omen, Fiery Glare, Dazzle
    2 items: Wand of Flame, Red Carriage
    2 allies: Vreva Jhafae, Appleslayer
    2 blessings: Blessing of Pharasma, Blessing of Gozreh

    Dark Archive

    ✿ Deck Handler ✿ Upgrade preferences: Spell 1>Item 1>>Ally

    Ezren replaced Unerring Weapon with Spell 3: Swipe, and Amadi will Ally 2: Shy Ratani.

    Ezren will start at the Shimmerglens.

    My spellbook! Where is my spellbook?! Oh, woe is me. I must find it!

    Ezren wrote:

    Hand: Shy Ratani, Swipe, Zellara's Harrow Deck, Hrym, Locate Object, Harrowstrike, Fire Bolt,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Thassilonian Dungeon
    Hero Points: 0
    NOTES:
    Available Support: Feel free to recharge one of my cards to add 1d4 to a local check against a card with the Magic trait.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Immolate, Rodrick, Potion of Healing, Force Missile (Core), Gem of Mental Acuity, Alaeron, Bloodbound Hat, Armor of the Sands, Twitch Tonic, Clairvoyance
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Intelligence +2
    Craft: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    ☐Alchemical | Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) (☐or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    ☑On your non-intelligence check, you may discard a spell to add your intelligence
    ☐When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card


    STR d6 | DEX d10 (ranged +3) | CON d10 (fortitude +2) | INT d6 | WIS d6 (perception +1 ; survival +1) | CHA 4 Deck Handler

    Harsk will start at the Treacherous Cave

    Upgrade Shock Longbow +1 to Hawkmoon Bow and Shock Lizard to Fire Gecko

    Harsk says goodbye to his trusty companion Pikachu. The shock lizard decided to stay with Zae and study the clockwork mechanisms. On their way, a fire gecko seemingly ran into the dwarf. "What to join us?" Harsk asks. And now Charmander follows him around.

    Harsk wrote:

    Hand: Returning Throwing Axe +1, Goblinvine, Saber-Toothed Tiger, Blessing of Gozreh, Blessing of Lamashtu, Blessing of the Green Faith,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Treacherous Cave
    Hero Points: 3
    Reroll: 2-3A not used
    NOTES:
    Available Support: Recharge card to add 1d4 to combat check at distant location
    Blessing
    Bows
    Other: Hi I'm Harsk. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Milani, Blessing of Erastil, Fire Gecko, Emerald of Dexterity, Hawkmoon Bow, Demonbane Light Crossbow +1, Blessing of Thoth, Archer's Bracers, Javelin of Lightning, Arrow Catching Studded Leather, Deathbane Light Crossbow +1
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
    At the (☑ start or) end of your turn, you may examine the top card of your location deck.
    You may recharge a card to add 1d4 (☐+1) to a combat check by a character at another location.

    Grand Lodge

    Deck Handler

    Made a copy of my deck handler.

    "Your spellbook? Where is my spear?! Let us help each other." Oloch says joining Ezren at the Shimmerglens.

    Oloch wrote:

    Hand: Blessing of Sarenrae, Helm of the Valkyrie, Blessing of Abadar, Acidic Greatsword +1,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Blessings are available for use.
    Power: Discard a card and I can fight your monster (Same Location).
    Power: I can discard a Blessing or Spell to add 1d4/Magic to Combat (Same Location).
    Divine Fortune: Display: Local Checks get +1d6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Kols, Shock Glaive, Commune, Impaler of Thorns, The Empty Throne, Dwarven Longhammer +1, Cure, Abadar's Law, Sacred Candle, Divine Fortune, Blessing of Gorum, Divine Fortune, Prayer, Gray Maiden Plate
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Heavy Armor, Weapons, Divine
    POWERS:
    When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
    When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] you may reset your hand at the start of your turn.)
    [X] You may recharge a blessing or a spell ([ ] or reveal an armor) to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.
    [ ] After you banish, bury, discard, or recharge an armor for its power, a character at your location may shuffle a random card from his discard pile into his deck ([ ] and another such character may do so).
    [X] When you would discard a weapon for its power, you may reveal a card that has the Divine trait to recharge the weapon instead of discarding it. ([ ] Then you may shuffle your deck.)


    Deck Handler

    Mavaro will start at Desecrated Vault. Conch Shell upgraded to Bird Feather Tokens, power feat: when I would discard or recharge The Missing Eye, I may reveal it instead.

    Mavaro wrote:

    Hand: Venomous Fighting Fan +1, Chronicler, Clinging Venom, Bird Feather Tokens, Sign of the Rider, Stalking Armor,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Feel free to use signs if they would recharge.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure, Shrunken Head, Cleric of Nethys, Planchette, Starknife +2, Sign of the Stranger, Magnifying Glass, Sign of the Lantern Bearer, The Missing Eye, Mind Thrust
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2
    Knowledge: Intelligence +1
    Wisdom d8 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Any
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Light Armor
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill.
    You may discard (X Or Recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


    Box Runner

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet || 2-3C PROXY LOOKUP

    During This Scenario: • Before setting up, record the contents of each character’s deck.
    • Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
    • When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
    • To win the scenario, close all of the locations.
    • At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.

    Villain: None
    Henchmen: Hook Mountain Hags

    Scenario Level (#): 3

    Turn: 1, Ezren/Akaitora

    Random Cards:

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

    Spoiler:
    Muck Graul
    RotR
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

    Spoiler:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Spoiler:
    Rat Swarm
    RotR
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

    Spoiler:
    Ghoul
    RotR
    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.

    Barriers
    Spoiler:
    Skeleton Horde
    RotR
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    Spoiler:
    Skeleton Horde
    RotR
    Barrier C
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

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

    Spoiler:
    Mystic Inscription
    RotR
    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.

    Spoiler:
    Secret Stash
    RotR
    Barrier C
    Traits:
    Cache
    Elite
    To Defeat:
    Wisdom
    Perception 9
    If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
    If undefeated, you may banish this barrier.

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

    Spoiler:
    Spiked Chain
    RotR
    Weapon B
    Traits:
    Chain
    Finesse
    Melee
    Piercing
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spoiler:
    Frost Longbow +1
    RotR
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

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

    Spoiler:
    Short Sword +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spoiler:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Proxy Spell 2
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for a spell.

    Armors
    Spoiler:
    Magic Shield
    RotR
    Armor C
    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.

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

    Spoiler:
    Magic Half-Plate
    RotR
    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.

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

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

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

    Spoiler:
    Amulet of Fortitude
    RotR
    Item B
    Traits:
    Accessory
    Elite
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Spoiler:
    Chime of Unlocking
    RotR
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 8
    Reveal this card to defeat a barrier with the Lock trait.

    Spoiler:
    Headband of Alluring Charisma
    RotR
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma 5
    Reveal this card to add 1 to your Charisma ckeck.
    You may play another item on this check.

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

    Allies
    Spoiler:
    Shalelu Andosana
    RotR
    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.

    Spoiler:
    Black Arrow Ranger
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

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

    Spoiler:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 1 Mavaro/ScorchedOne
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 3 Oloch/agent_eclipse
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 4 Celeste/EmpTyger
    Proxy Blessing 5
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for a blessing.
    Hourglass Card 5 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 5 Ezren/Akaitora
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 6 Mavaro/ScorchedOne
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 8 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 9 Celeste/EmpTyger
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 10 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 10 Ezren/Akaitora
    Blessing of Torag
    RotR
    Blessing C
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 11 Mavaro/ScorchedOne
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 12 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 13 Oloch/agent_eclipse
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 14 Celeste/EmpTyger
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 15 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 15 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 16 Mavaro/ScorchedOne
    Blessing of Gorum
    RotR
    Blessing C
    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 combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Harsk/MauveAvengr
    Blessing of Calistria
    RotR
    Blessing C
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 18 Oloch/agent_eclipse
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 19 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 20 Ezren/Akaitora
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 21 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 21 Mavaro/ScorchedOne
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 22 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 22 Harsk/MauveAvengr
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 23 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 23 Oloch/agent_eclipse
    Proxy Blessing 11
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for a blessing.
    Hourglass Card 24 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 24 Celeste/EmpTyger
    Proxy Blessing 12
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for a blessing.
    Hourglass Card 25 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 25 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 26 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 26 Mavaro/ScorchedOne
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 27 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 27 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 28 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 28 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 29 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 29 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Fort Rannick Card 1:
    Proxy Armor 4
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for an armor
    Fort Rannick Card 2:
    Black Arrow Ranger
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.
    Fort Rannick Card 3:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
    Fort Rannick Card 4:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Fort Rannick Card 5:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
    Fort Rannick Card 6:
    Proxy Armor 3
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for an armor
    Fort Rannick Card 7:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Fort Rannick Card 8:
    Proxy Weapon 2
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for a weapon.
    Fort Rannick Card 9:
    Proxy Ally 6
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for an ally.
    Fort Rannick Card 10:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Location #2: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Celeste/EmpTyger, None
    Thassilonian Dungeon Card 1:
    Longsword +2
    RotR
    Weapon 3
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Thassilonian Dungeon Card 2:
    Pit Trap
    RotR
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.
    Thassilonian Dungeon Card 3:
    Diseased Rats
    RotR
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity
    Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
    Thassilonian Dungeon Card 4:
    Proxy Item 2
    None
    Item P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for an item.
    Thassilonian Dungeon Card 5:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Thassilonian Dungeon Card 6:
    Proxy Spell 3
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for a spell.
    Thassilonian Dungeon Card 7:
    Magic Half-Plate
    RotR
    Armor C
    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.
    Thassilonian Dungeon Card 8:
    Proxy Spell 1
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for a spell.
    Thassilonian Dungeon Card 9:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.
    Thassilonian Dungeon Card 10:
    Proxy Spell 14
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 14
    This is a proxy for a spell.

    Location #3: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Harsk/MauveAvengr, None
    Treacherous Cave Card 1:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Treacherous Cave Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Treacherous Cave Card 3:
    Proxy Weapon 7
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 7
    This is a proxy for a weapon.
    Treacherous Cave Card 4:
    Siren
    RotR
    Monster C
    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.
    Treacherous Cave Card 5:
    Cloak of Elvenkind
    RotR
    Item 2
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 5
    Reveal this card to add 1d6 to your Stealth check.
    Recharge this card to succeed at your Stealth check.
    Treacherous Cave Card 6:
    Spiny Shield
    RotR
    Armor 3
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Treacherous Cave Card 7:
    Proxy Item 5
    None
    Item P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for an item.
    Treacherous Cave Card 8:
    Spectre
    RotR
    Monster C
    Traits:
    Elite
    Incorporeal
    Undead
    To Defeat:
    Combat 11
    OR Wisdom
    Divine 7
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.
    Treacherous Cave Card 9:
    Half-Plate
    RotR
    Armor C
    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.
    Treacherous Cave Card 10:
    Heavy Crossbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Location #4: Shimmerglens
    At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: Oloch/agent_eclipse, Ezren/Akaitora, None
    Shimmerglens Card 1:
    Web
    RotR
    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.
    Shimmerglens Card 2:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Shimmerglens Card 3:
    Proxy Blessing 9
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 9
    This is a proxy for a blessing.
    Shimmerglens Card 4:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Shimmerglens Card 5:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Shimmerglens Card 6:
    Aid
    RotR
    Spell C
    Traits:
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    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.
    Shimmerglens Card 7:
    Proxy Blessing 1
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for a blessing.
    Shimmerglens Card 8:
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Shimmerglens Card 9:
    Monkey
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.
    Shimmerglens Card 10:
    Yap the Pixie
    RotR
    Ally 3
    Traits:
    Pixie
    To Acquire:
    Charisma
    Diplomacy 2
    Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
    Discard this card to explore your location.

    Location #5: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Garrison Card 1:
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.
    Garrison Card 2:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Garrison Card 3:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Garrison Card 4:
    Ghoul
    RotR
    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.
    Garrison Card 5:
    Bunyip
    RotR
    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.
    Garrison Card 6:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Garrison Card 7:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Garrison Card 8:
    Longbow
    RotR
    Weapon C
    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.
    Garrison Card 9:
    Proxy Armor 1
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an armor
    Garrison Card 10:
    Proxy Weapon 5
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for a weapon.

    Location #6: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Catacombs of Wrath Card 1:
    Plague Zombie
    RotR
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Catacombs of Wrath Card 2:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
    Catacombs of Wrath Card 3:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.
    Catacombs of Wrath Card 4:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Catacombs of Wrath Card 5:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Catacombs of Wrath Card 6:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Catacombs of Wrath Card 7:
    Hand Chopper
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 12
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
    Catacombs of Wrath Card 8:
    Siren
    RotR
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Catacombs of Wrath Card 9:
    Proxy Item 4
    None
    Item P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for an item.
    Catacombs of Wrath Card 10:
    Short Sword +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Location #7: Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Mavaro/ScorchedOne, None
    Desecrated Vault Card 1:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    Desecrated Vault Card 2:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Desecrated Vault Card 3:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Desecrated Vault Card 4:
    Proxy Item 12
    None
    Item P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for an item.
    Desecrated Vault Card 5:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Desecrated Vault Card 6:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Desecrated Vault Card 7:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
    Desecrated Vault Card 8:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Desecrated Vault Card 9:
    Ring of Protection
    RotR
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
    Desecrated Vault Card 10:
    Proxy Spell 6
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for a spell.

    Dark Archive

    ✿ Deck Handler ✿ Upgrade preferences: Spell 1>Item 1>>Ally

    Starting Ezren's turn. The hour is Blessing of the Gods.

    At the start of his turn, Ezren will examine the top card of his deck: Cure, a spell! He draws it.

    In his 'give a card' step, Ezren will give Cure to Oloch.

    Ezren will now explore to encounter Shimmerglens Card 1: Web. Ezren will attempt to acquire it

    CtA Arcane 6: 1d12 + 4 ⇒ (7) + 4 = 11

    Acquired!

    Ezren will then banish Locate Object to examine cards until he finds a boon to encounter. Ezren examines Shimmerglens Card 2: Hook Mountain Hag, and Card 3: Blessing Proxy 9: Blessing of Kols. Ezren will try to acquire it, recharging Shy Ratani to add 1d8.

    CtA Divine 5: 1d4 + 1d8 ⇒ (1) + (2) = 3

    Makes sense for Ezren. Shimmerglens is shuffled.

    Ezren will recharge Fire Bolt to examine the new top card of Shimmerglens.

    Top Card: 1d9 + 1 ⇒ (8) + 1 = 9

    Ezren examines Shimmerglens Card 9: Monkey. Ezren will then recharge Hrym to explore again and encounter it. I will ask Harsk to recharge his BotGreenFaith to bless Ezren's check.

    CtA Wisdom 9: 2d8 ⇒ (3, 1) = 4

    At least they are checks to acquire. Ezren will end his turn.

    Recovery, recharge Locate Object, Arcane 9: 1d12 + 4 ⇒ (11) + 4 = 15

    Ezren wrote:

    [b]Hand: Planchette, Swipe, Zellara's Harrow Deck, Candle of Spirit Protection, Rodrick, Harrowstrike, Web,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Shimmerglens
    Hero Points: 0
    NOTES:
    Available Support: Feel free to recharge one of my cards to add 1d4 to a local check against a card with the Magic trait.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fiery Glare, Chime of Unlocking, Arrow Catching Studded Leather, Alaeron, Emerald of Dexterity, Major Cure, Augury
    Recharged: Shy Ratani, Fire Bolt, Hrym, Locate Object,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Intelligence +2
    Craft: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    ☐Alchemical | Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) (☐or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    ☑On your non-intelligence check, you may discard a spell to add your intelligence
    ☐When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card


    Deck Handler
    Mavaro wrote:

    Hand: Venomous Fighting Fan +1, Chronicler, Clinging Venom, Bird Feather Tokens, Sign of the Rider, Stalking Armor,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Feel free to use signs if they would recharge.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shrunken Head, Magnifying Glass, The Missing Eye, Sign of the Lantern Bearer, Starknife +2, Mind Thrust, Cure, Cleric of Nethys, Sign of the Stranger, Planchette
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2
    Knowledge: Intelligence +1
    Wisdom d8 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Any
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Light Armor
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill.
    You may discard (X Or Recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

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

    BtE Damage: 1d4 - 1 ⇒ (2) - 1 = 1

    Recharge Stalking Armor to negate. Recharge Clinging Venom to put Bastard Sword on top. Reveal Venomous Fighting Fan +1 for combat check.

    Combat DC 11: 1d8 + 2 + 1 + 1d4 + 1 ⇒ (4) + 2 + 1 + (3) + 1 = 11

    Got there, barely.

    Mavaro encounters a scout, whom he defeats (albeit barely).

    Mavaro wrote:

    Hand: Venomous Fighting Fan +1, Chronicler, The Missing Eye, Bird Feather Tokens, Sign of the Rider, Candle of Spirit Protection,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Feel free to use signs if they would recharge.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mind Thrust, Starknife +2, Sign of the Stranger, Sign of the Lantern Bearer, Magnifying Glass, Shrunken Head, Planchette, Cleric of Nethys
    Recharged: Stalking Armor, Clinging Venom,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2
    Knowledge: Intelligence +1
    Wisdom d8 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Any
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Light Armor
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill.
    You may discard (X Or Recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


    STR d6 | DEX d10 (ranged +3) | CON d10 (fortitude +2) | INT d6 | WIS d6 (perception +1 ; survival +1) | CHA 4 Deck Handler

    Turn Order: Oloch/Agent Eclipse, Celeste/EmpTyger, Ezren/Akaitora, Mavaro/ScorchedOne, Harsk/MauveAvengr
    Out of Turn Updates: N/a

    Turn: Turn 3 - Blessing of the Gods

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

    SOT: Harsk will examine top card of location deck. Examine Hook Mountain Hag

    Move: Stay at Treacherous Cave

    Explore: Hook Mountain Hag

    Hook Mountain Hag:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.

    BYA Divine 8: 1d4 ⇒ 4

    Reveal Returning Throwing Axe +1 to do Ranged+1d8+1. Bury Goblinvine to add 1d8 and Mental trait

    Combat 15: 1d10 + 5 + 1d8 + 1 + 1d8 ⇒ (5) + 5 + (7) + 1 + (4) = 22

    Defeated. Can attempt to close location. Recharge Blessing of Gozreh to bless twice.

    Survival 7: 3d6 + 1 ⇒ (3, 2, 4) + 1 = 10

    Location is closed.

    End Turn: Reset hand.

    Examine top card of location. Location is empty

    Recovery:

    -Goblinvine: Survival 6: 1d6 + 2 ⇒ (1) + 2 = 3

    [u]Summary[/u]:
    Move: Treacherous Cave
    Acquired: N/a
    Banished: Treacherous Cave Card 1: Hook Mountain Hag
    Examined: N/a
    Random Card(s) N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Harsk wrote:

    Hand: Returning Throwing Axe +1, Demonbane Light Crossbow +1, Saber-Toothed Tiger, Blessing of Milani, Blessing of Lamashtu, Blessing of the Green Faith,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Treacherous Cave
    Hero Points: 3
    Reroll: 2-3A not used
    NOTES:
    Available Support: Recharge card to add 1d4 to combat check at distant location
    Blessing
    Bows
    Other: Hi I'm Harsk. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sickle +1, Magic Leather Armor, Blessing of Erastil, Blessing of Gorum, Wand of Flame, Starknife +2, Amulet of Fortitude, Brodert Quink, Hawkmoon Bow
    Recharged:
    Discard Pile: Goblinvine, Blessing of Gozreh,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
    At the (☑ start or) end of your turn, you may examine the top card of your location deck.
    You may recharge a card to add 1d4 (☐+1) to a combat check by a character at another location.


    Box Runner

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet || 2-3C PROXY LOOKUP

    During This Scenario: • Before setting up, record the contents of each character’s deck.
    • Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
    • When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
    • To win the scenario, close all of the locations.
    • At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.

    Villain: None
    Henchmen: Hook Mountain Hags

    Scenario Level (#): 3

    Turn: 4, Oloch/agent_eclipse

    Random Cards:

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

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

    Spoiler:
    Traitor
    RotR
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11
    Before the encounter, discard a random ally from your hand.

    Spoiler:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Spoiler:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

    Barriers
    Spoiler:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

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

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

    Spoiler:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

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

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

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

    Spoiler:
    Throwing Axe
    RotR
    Weapon B
    Traits:
    Axe
    Elite
    Ranged
    Slashing
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged 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.

    Spoiler:
    Scimitar
    RotR
    Weapon C
    Traits:
    Elite
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Longsword +1
    RotR
    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.

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

    Spoiler:
    Web
    RotR
    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.

    Spoiler:
    Proxy Spell 7
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 7
    This is a proxy for a spell.

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

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

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

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

    Spoiler:
    Elven Chain Shirt
    RotR
    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.

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

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

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

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

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

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

    Spoiler:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Allies
    Spoiler:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.

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

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

    Spoiler:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 1 Celeste/EmpTyger
    Proxy Blessing 5
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for a blessing.
    Hourglass Card 2 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 2 Ezren/Akaitora
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 3 Mavaro/ScorchedOne
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 5 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 6 Celeste/EmpTyger
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 7 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 7 Ezren/Akaitora
    Blessing of Torag
    RotR
    Blessing C
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 8 Mavaro/ScorchedOne
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 10 Oloch/agent_eclipse
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 11 Celeste/EmpTyger
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 12 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 12 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 13 Mavaro/ScorchedOne
    Blessing of Gorum
    RotR
    Blessing C
    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 combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 14 Harsk/MauveAvengr
    Blessing of Calistria
    RotR
    Blessing C
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 15 Oloch/agent_eclipse
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 16 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 17 Ezren/Akaitora
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 18 Mavaro/ScorchedOne
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 19 Harsk/MauveAvengr
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 20 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 20 Oloch/agent_eclipse
    Proxy Blessing 11
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for a blessing.
    Hourglass Card 21 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 21 Celeste/EmpTyger
    Proxy Blessing 12
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for a blessing.
    Hourglass Card 22 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 22 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 23 Mavaro/ScorchedOne
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 24 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 25 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 25 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 26 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 26 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Fort Rannick Card 1:
    Proxy Armor 4
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for an armor
    Fort Rannick Card 2:
    Black Arrow Ranger
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.
    Fort Rannick Card 3:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
    Fort Rannick Card 4:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Fort Rannick Card 5:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
    Fort Rannick Card 6:
    Proxy Armor 3
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for an armor
    Fort Rannick Card 7:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Fort Rannick Card 8:
    Proxy Weapon 2
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for a weapon.
    Fort Rannick Card 9:
    Proxy Ally 6
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for an ally.
    Fort Rannick Card 10:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Location #2: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Celeste/EmpTyger, None
    Thassilonian Dungeon Card 1:
    Longsword +2
    RotR
    Weapon 3
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Thassilonian Dungeon Card 2:
    Pit Trap
    RotR
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.
    Thassilonian Dungeon Card 3:
    Diseased Rats
    RotR
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity
    Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
    Thassilonian Dungeon Card 4:
    Proxy Item 2
    None
    Item P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for an item.
    Thassilonian Dungeon Card 5:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Thassilonian Dungeon Card 6:
    Proxy Spell 3
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for a spell.
    Thassilonian Dungeon Card 7:
    Magic Half-Plate
    RotR
    Armor C
    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.
    Thassilonian Dungeon Card 8:
    Proxy Spell 1
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for a spell.
    Thassilonian Dungeon Card 9:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.
    Thassilonian Dungeon Card 10:
    Proxy Spell 14
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 14
    This is a proxy for a spell.

    Location #3: Treacherous Cave
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Harsk/MauveAvengr, None

    Location #4: Shimmerglens
    At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Oloch/agent_eclipse, Ezren/Akaitora, None

    Shimmerglens Card 1:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Shimmerglens Card 2:
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Shimmerglens Card 3:
    Yap the Pixie
    RotR
    Ally 3
    Traits:
    Pixie
    To Acquire:
    Charisma
    Diplomacy 2
    Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
    Discard this card to explore your location.
    Shimmerglens Card 4:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Shimmerglens Card 5:
    Proxy Blessing 1
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for a blessing.
    Shimmerglens Card 6:
    Aid
    RotR
    Spell C
    Traits:
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    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.
    Shimmerglens Card 7:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.

    Location #5: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Garrison Card 1:
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.
    Garrison Card 2:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Garrison Card 3:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Garrison Card 4:
    Ghoul
    RotR
    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.
    Garrison Card 5:
    Bunyip
    RotR
    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.
    Garrison Card 6:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Garrison Card 7:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Garrison Card 8:
    Longbow
    RotR
    Weapon C
    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.
    Garrison Card 9:
    Proxy Armor 1
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an armor
    Garrison Card 10:
    Proxy Weapon 5
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for a weapon.

    Location #6: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Catacombs of Wrath Card 1:
    Plague Zombie
    RotR
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Catacombs of Wrath Card 2:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
    Catacombs of Wrath Card 3:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.
    Catacombs of Wrath Card 4:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Catacombs of Wrath Card 5:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Catacombs of Wrath Card 6:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Catacombs of Wrath Card 7:
    Hand Chopper
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 12
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
    Catacombs of Wrath Card 8:
    Siren
    RotR
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Catacombs of Wrath Card 9:
    Proxy Item 4
    None
    Item P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for an item.
    Catacombs of Wrath Card 10:
    Short Sword +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Location #7: Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Mavaro/ScorchedOne, None
    Desecrated Vault Card 1:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Desecrated Vault Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Desecrated Vault Card 3:
    Proxy Item 12
    None
    Item P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for an item.
    Desecrated Vault Card 4:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Desecrated Vault Card 5:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Desecrated Vault Card 6:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
    Desecrated Vault Card 7:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Desecrated Vault Card 8:
    Ring of Protection
    RotR
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
    Desecrated Vault Card 9:
    Proxy Spell 6
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for a spell.

    Grand Lodge

    Deck Handler

    Explore Shimmerglens Card 1: Ogrekin.
    Encounter Effect: 1d4 ⇒ 1
    Reveal Acidic Greatsword +1, Requesting Hark's power for 1d4.
    Combat 15: 1d10 + 1 + 2 + 2d6 + 1 + 1d4 ⇒ (2) + 1 + 2 + (4, 3) + 1 + (4) = 17 Defeated

    Discard Blessing of Sarenrae to Explore Card 2: Locked Stone Door.
    Recharge Acidic Greatsword +1 and Discard Blessing of Abadar.
    Combat 25: 1d10 + 1 + 2 + 2d6 + 1 + 1d10 + 2d10 ⇒ (3) + 1 + 2 + (6, 1) + 1 + (7) + (2, 7) = 30 Defeated.
    Examine Card 3: Yap the Pixie. Leave on top.

    Oloch turns to Ezren, "Thank you. This spell let's me smash more puny hags before having to stop." , after thanking him he quickly got to work attempting to do just that. However, instead of hags he faced an Ogrekin and a large door. A crossbow bolt from afar helped him take down the lumbering foe before he called on divine might which allowed his acidic blade to carve a hole in the door for them.

    "Hmm, fey. Too small and fast to smash...maybe you want to talk to?" he says looking back over his shoulder.

    End Turn. Reset Hand.

    Oloch wrote:

    Hand: Gray Maiden Plate, Helm of the Valkyrie, Blessing of Gorum, Cure 2,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Blessings are available for use.
    Power: Discard a card and I can fight your monster (Same Location).
    Power: I can discard a Blessing or Spell to add 1d4/Magic to Combat (Same Location).
    Divine Fortune: Display: Local Checks get +1d6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Kols, Sacred Candle, The Empty Throne, Shock Glaive, Impaler of Thorns, Divine Fortune (WP), Dwarven Longhammer +1, Commune, Cure, Abadar's Law, Divine Fortune (D), Prayer
    Recharged: Acidic Greatsword +1,
    Discard Pile: Blessing of Sarenrae, Blessing of Abadar,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Heavy Armor, Weapons, Divine
    POWERS:
    When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
    When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] you may reset your hand at the start of your turn.)
    [X] You may recharge a blessing or a spell ([ ] or reveal an armor) to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.
    [ ] After you banish, bury, discard, or recharge an armor for its power, a character at your location may shuffle a random card from his discard pile into his deck ([ ] and another such character may do so).
    [X] When you would discard a weapon for its power, you may reveal a card that has the Divine trait to recharge the weapon instead of discarding it. ([ ] Then you may shuffle your deck.)

    Display Gray Maiden Plate.


    Female Naga Sorcerer/Astrologer Deck Handler

    Hourglass 1: Proxy Blessing 5 Random Blessing 1: Iomedae o'clock
    Recharging Force Missile to examine Garrison 1: Myriana

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

    Exploring Thassilonian Dungeon 1: Longsword +2

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

    Celeste cannot make a STR/Melee 10 check. Longsword +2 is banished

    Discarding Shy Ratani to explore Thassilonian Dungeon 2: Pit Trap

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

    Using Shy Ratani to evade. Pit Trap is shuffled back into Thassilonian Dungeon

    Shuffled Thassilonian Dungeon: 1d9 + 1 ⇒ (6) + 1 = 7
    Discarding Blessing of the Elements to explore Thassilonian Dungeon 7: Magic Half-Plate

    Magic Half-Plate:
    RotR
    Armor C
    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.

    CON 4: 1d6 ⇒ 4
    Magic Half-Plate is acquired

    Ending turn. Recharging Magic Half-Plate to examine Fort Rannick 1: Proxy Armor 4: Sacred Candle (which is not an Armor? If not, Random Armor 1: Spiny Shield)
    Resetting hand

    Today's Horoscope: When the moon is in Iomedae, look to armor rather than to the sword for protection. Let a thief explore the darkness that opens up below; for there she is in her element.
    A ghostly nymph will haunt the garrison. You will expect to find armor in the fort.

    Celeste wrote:

    Hand: Scorching Ray, Swipe (banish to recovery for -3 to combat difficulty), Blessing of the Starsong (discard to bless/bury to reroll), Immolate (banish to recovery for +2d4 and Fire to defeat local Lock/Obstacle/Skirmish barrier), Divine Fortune C (display for +1d6 to local checks; banish at start of Celeste's turn), Sihedron Medallion, Aqueous Orb,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Notes: Hoping to save Blessing of the Starsong for insurance on Hag attack checks
    Ask before using: Blessing of the Starsong; Divine Fortune
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Swipe; Immolate

    Skills and Powers:

    Skills:
    Strength d4 [] +1
    Dexterity d8 [] +1 [] +2 [] +3
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    -- Survival: Intelligence +3
    Wisdom d6 [] +1
    Charisma d10 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficient with: Arcane
    Hand Size 6 [X] 7

    You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
    You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
    At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.

    Hero Points: 5

    Summary:
    Thassilonian Dungeon 1 is banished.
    Thassilonian Dungeon 7 is acquired.
    Thassilonian Dungeon is shuffled (contains Pit Trap)
    Fort Rannick 1 (Proxy Armor 4? maybe Random Armor 1?) is known.
    Garrison 1 (Myriana) is known.


    Box Runner

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet || 2-3C PROXY LOOKUP

    During This Scenario: • Before setting up, record the contents of each character’s deck.
    • Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
    • When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
    • To win the scenario, close all of the locations.
    • At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.

    Villain: None
    Henchmen: Hook Mountain Hags

    Scenario Level (#): 3

    Turn: 6, Ezren/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Zombie Giant
    RotR
    Monster C
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.

    Spoiler:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

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

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

    Spoiler:
    Diseased Rats
    RotR
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity
    Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Barriers
    Spoiler:
    Battered Chest
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.

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

    Spoiler:
    Battered Chest
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.

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

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

    Weapons
    Spoiler:
    Scimitar
    RotR
    Weapon C
    Traits:
    Elite
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

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

    Spells
    Spoiler:
    Proxy Spell 7
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 7
    This is a proxy for a spell.

    Spoiler:
    Proxy Spell 11
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for a spell.

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

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

    Spoiler:
    Proxy Spell 4
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for a spell.

    Armors
    Spoiler:
    Half-Plate
    RotR
    Armor C
    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.

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

    Spoiler:
    Magic Half-Plate
    RotR
    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.

    Spoiler:
    Half-Plate
    RotR
    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.

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

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

    Spoiler:
    Chime of Unlocking
    RotR
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 8
    Reveal this card to defeat a barrier with the Lock trait.

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

    Spoiler:
    Proxy Item 11
    None
    Item P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for an item.

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

    Allies
    Spoiler:
    Snake
    RotR
    Ally C
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to add 1d10 to your Stealth check.
    Discard this card to add 1d4 to your Melee combat check.

    Spoiler:
    Black Arrow Ranger
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Spoiler:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

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

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

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

    Spoiler:
    Proxy Blessing 4
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for a blessing.

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

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

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

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 1 Mavaro/ScorchedOne
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 3 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 4 Celeste/EmpTyger
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 5 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 5 Ezren/Akaitora
    Blessing of Torag
    RotR
    Blessing C
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 6 Mavaro/ScorchedOne
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 8 Oloch/agent_eclipse
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 9 Celeste/EmpTyger
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 10 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 10 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 11 Mavaro/ScorchedOne
    Blessing of Gorum
    RotR
    Blessing C
    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 combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 12 Harsk/MauveAvengr
    Blessing of Calistria
    RotR
    Blessing C
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 13 Oloch/agent_eclipse
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 14 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 15 Ezren/Akaitora
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 16 Mavaro/ScorchedOne
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Harsk/MauveAvengr
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 18 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 18 Oloch/agent_eclipse
    Proxy Blessing 11
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for a blessing.
    Hourglass Card 19 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 19 Celeste/EmpTyger
    Proxy Blessing 12
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for a blessing.
    Hourglass Card 20 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 20 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 21 Mavaro/ScorchedOne
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 22 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 23 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 23 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 24 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 24 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 3 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Fort Rannick Card 1 (Hide Armor of Fire Resistance):
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Fort Rannick Card 2:
    Black Arrow Ranger
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.
    Fort Rannick Card 3:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
    Fort Rannick Card 4:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Fort Rannick Card 5:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
    Fort Rannick Card 6:
    Proxy Armor 3
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for an armor
    Fort Rannick Card 7:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Fort Rannick Card 8:
    Proxy Weapon 2
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for a weapon.
    Fort Rannick Card 9:
    Proxy Ally 6
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for an ally.
    Fort Rannick Card 10:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Location #2: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Celeste/EmpTyger, Pit Trap,
    Thassilonian Dungeon Card 1:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Thassilonian Dungeon Card 2:
    Proxy Spell 14
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 14
    This is a proxy for a spell.
    Thassilonian Dungeon Card 3:
    Proxy Spell 1
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for a spell.
    Thassilonian Dungeon Card 4:
    Proxy Spell 3
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for a spell.
    Thassilonian Dungeon Card 5:
    Pit Trap
    RotR
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.
    Thassilonian Dungeon Card 6:
    Proxy Item 2
    None
    Item P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for an item.
    Thassilonian Dungeon Card 7:
    Pit Trap
    RotR
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.
    Thassilonian Dungeon Card 8:
    Diseased Rats
    RotR
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity
    Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
    Thassilonian Dungeon Card 9:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Location #3: Treacherous Cave
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Harsk/MauveAvengr, None

    Location #4: Shimmerglens
    At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Oloch/agent_eclipse, Ezren/Akaitora, None

    Shimmerglens Card 1 (Yap the Pixie):
    Yap the Pixie
    RotR
    Ally 3
    Traits:
    Pixie
    To Acquire:
    Charisma
    Diplomacy 2
    Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
    Discard this card to explore your location.
    Shimmerglens Card 2:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Shimmerglens Card 3:
    Proxy Blessing 1
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for a blessing.
    Shimmerglens Card 4:
    Aid
    RotR
    Spell C
    Traits:
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    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.
    Shimmerglens Card 5:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.

    Location #5: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Garrison Card 1 (Myriana):
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.
    Garrison Card 2:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Garrison Card 3:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Garrison Card 4:
    Ghoul
    RotR
    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.
    Garrison Card 5:
    Bunyip
    RotR
    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.
    Garrison Card 6:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Garrison Card 7:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Garrison Card 8:
    Longbow
    RotR
    Weapon C
    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.
    Garrison Card 9:
    Proxy Armor 1
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an armor
    Garrison Card 10:
    Proxy Weapon 5
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for a weapon.

    Location #6: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Catacombs of Wrath Card 1:
    Plague Zombie
    RotR
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Catacombs of Wrath Card 2:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
    Catacombs of Wrath Card 3:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.
    Catacombs of Wrath Card 4:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Catacombs of Wrath Card 5:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Catacombs of Wrath Card 6:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Catacombs of Wrath Card 7:
    Hand Chopper
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 12
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
    Catacombs of Wrath Card 8:
    Siren
    RotR
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Catacombs of Wrath Card 9:
    Proxy Item 4
    None
    Item P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for an item.
    Catacombs of Wrath Card 10:
    Short Sword +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Location #7: Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Mavaro/ScorchedOne, None
    Desecrated Vault Card 1:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Desecrated Vault Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Desecrated Vault Card 3:
    Proxy Item 12
    None
    Item P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for an item.
    Desecrated Vault Card 4:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Desecrated Vault Card 5:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Desecrated Vault Card 6:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
    Desecrated Vault Card 7:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Desecrated Vault Card 8:
    Ring of Protection
    RotR
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
    Desecrated Vault Card 9:
    Proxy Spell 6
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for a spell.

    Dark Archive

    ✿ Deck Handler ✿ Upgrade preferences: Spell 1>Item 1>>Ally

    Starting Ezren's turn. The hour is Blessing of Pharasma.

    At the start of his turn, Ezren examines the top card of his deck: Arrow Catching Shield. He reloads it.

    Ezren will explore to encounter Shimmerglen's Card 1: Yip the Pixie. He will try to acquire it.

    Charisma 2: 1d6 ⇒ 4

    Acquired!

    Ezren will now recharge Web to examine Shimmerglens Card 2: Bugbear, then recharge Candle of Protection to explore and encounter it. For his check to defeat, Ezren will display Harrowstrike to use his Arcane + 1d6.

    CtD Combat, Arcane 10: 1d12 + 4 + 1d6 ⇒ (6) + 4 + (2) = 12

    Defeated!

    Ezren will recharge Swipe to examine Shimmerglens Card 3: Proxy Blessing 1: Blessing of Pharasma.

    Now Ezren will discard the Planchette and choose Blessing to examine Shimmerglens Card 3: Blessing of Pharasma. I automatically acquire it!

    Ezren will now discard Yap the Pixie to explore again and encounter Shimmerglens Card 4: Aid. Ezren will recharge Rodrick to add 1d4 to his check against a Magic card.

    CtA Wisdom 6: 1d8 + 1d4 ⇒ (3) + (2) = 5

    Bummer. Oh well.

    Ezren will end his turn. At the end of his turn, Ezren will banish Harrowstrike to recovery, then attempt to recover it.

    Recharge Harrowstrike, Arcane 9: 1d12 + 4 ⇒ (7) + 4 = 11

    Ezren resets his hand.

    Ezren wrote:

    Hand: Blessing of Pharasma, Arrow Catching Studded Leather, Zellara's Harrow Deck, Chime of Unlocking, Augury, Emerald of Dexterity, Alaeron,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Shimmerglens
    Hero Points: 0
    NOTES:
    Available Support: Feel free to recharge one of my cards to add 1d4 to a local check against a card with the Magic trait.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fiery Glare, Major Cure
    Recharged: Shy Ratani, Fire Bolt, Hrym, Locate Object, Web, Candle of Spirit Protection, Swipe, Rodrick, Harrowstrike,
    Discard Pile: Planchette, Yap the Pixie,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Intelligence +2
    Craft: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    ☐Alchemical | Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) (☐or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    ☑On your non-intelligence check, you may discard a spell to add your intelligence
    ☐When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card


    Deck Handler
    Mavaro wrote:

    Hand: Venomous Fighting Fan +1, Chronicler, The Missing Eye, Bird Feather Tokens, Sign of the Rider, Candle of Spirit Protection,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Feel free to use signs if they would recharge.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mind Thrust, Starknife +2, Planchette, Sign of the Stranger, Shrunken Head, Cleric of Nethys, Magnifying Glass, Sign of the Lantern Bearer
    Recharged: Stalking Armor, Clinging Venom,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2
    Knowledge: Intelligence +1
    Wisdom d8 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Any
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Light Armor
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill.
    You may discard (X Or Recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

    Desecrated Vault. Hour is Blessing of Pharasma.

    Explore 1:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Combat 12: 1d6 + 1d10 + 1 ⇒ (4) + (8) + 1 = 13

    Has magic trait so Ghost is defeated.

    Discard Sign of the Rider to explore again.

    Explore 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Recharge Chronicler to add 1d6 to knowledge check.

    Wisdom 11: 1d8 + 2 + 1 + 1d6 ⇒ (7) + 2 + 1 + (4) = 14

    Defeated, explore again.

    Explore 3:
    Proxy Item 12
    None
    Item P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for an item.
    Proxy Item 12 Shrunken Head Mavaro Item 2 Pre-core
    Wisdom/Perception 7

    Wisdom 7: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

    I'll let that fail and not use my feather tokens.


    STR d6 | DEX d10 (ranged +3) | CON d10 (fortitude +2) | INT d6 | WIS d6 (perception +1 ; survival +1) | CHA 4 Deck Handler

    Turn Order: Ezren/Akaitora, Mavaro/ScorchedOne, Harsk/MauveAvengr, Oloch/Agent Eclipse, Celeste/EmpTyger
    Out of Turn Updates: N/a

    Turn: Turn 8 - Blessing of the Gods

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

    SOT: Harsk will examine top card of location deck. Location is closed/empty

    Move: Move to Catacombs of Wrath

    Explore: Plague Zombie

    Plague Zombie:
    Plague Zombie
    RotR
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

    Reveal Returning Throwing Axe +1 to do Ranged+1d8+1

    Combat 11: 1d10 + 5 + 1d8 + 1 ⇒ (3) + 5 + (6) + 1 = 15

    Defeated. Discard Blessing of Lamashtu to explore again.

    Explore 2: Ogre

    Ogre:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

    Reveal Returning Throwing Axe +1 to do Ranged+1d8+1

    Combat 14: 1d10 + 5 + 1d8 + 1 ⇒ (9) + 5 + (6) + 1 = 21

    Defeated. Discard Saber-Toothed Tiger to explore again.

    Explore 3: Goblin Pyro

    Goblin Pyro:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Reveal Returning Throwing Axe +1 to do Ranged+1d8+1

    Combat 8: 1d10 + 5 + 1d8 + 1 ⇒ (5) + 5 + (4) + 1 = 15

    Defeated. Discard Returning Throwing Axe +1 as 1 Fire damage.

    End Turn: Reset hand.

    Examine top card of location. Examine Bugbear

    Recovery: N/a

    [u]Summary[/u]:
    Move: Treacherous Cave -> Catacombs of Wrath
    Acquired: N/a
    Banished: Catacombs of Wrath Cards 1,2,3: Plague Zombie, Ogre, and Goblin Pyro
    Examined: Catacombs of Wrath Cards 4: Bugbear
    Random Card(s) N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Harsk wrote:

    Hand: Sickle +1, Demonbane Light Crossbow +1, Magic Leather Armor, Brodert Quink, Blessing of Milani, Blessing of the Green Faith,

    Displayed:
    Deck: 6 Discard: 6 Buried: 0
    Current Location: Catacombs of Wrath
    Hero Points: 3
    Reroll: 2-3A not used
    NOTES:
    Available Support: Recharge card to add 1d4 to combat check at distant location
    Blessing
    Bows
    Other: Hi I'm Harsk. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, Wand of Flame, Blessing of Erastil, Hawkmoon Bow, Starknife +2, Amulet of Fortitude
    Recharged:
    Discard Pile: Goblinvine, Blessing of Gozreh, Blessing of Lamashtu, Blessing of Lamashtu, Saber-Toothed Tiger, Returning Throwing Axe +1,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
    At the (☑ start or) end of your turn, you may examine the top card of your location deck.
    You may recharge a card to add 1d4 (☐+1) to a combat check by a character at another location.

    Grand Lodge

    Deck Handler

    Updated sheet and hand to reflect the proxies. Blessing of Gorum -> Blessing of Sarenrae and Gray Maiden Plate -> Magic Studded Leather Armor, which can't be displayed.

    Oloch wrote:

    Hand: Magic Studded Leather Armor (P), Helm of the Valkyrie, Blessing of Sarenrae (P), Cure,

    Off-Turn: Oloch casts cure to Heal: 1d4 + 1 ⇒ (3) + 1 = 4 cards.

    Recovery Divine 8: Divine: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8.

    ---

    As Ezren quickly explores the Shimmerglens, Oloch growls. The only remaining place in the marsh was the wooded enclave ahead...and the only place the Hag could hide.

    "Good work. Now it is my turn...I will return with the witch's head." he says before charging forward.

    Start of Turn: Reset hand drawing Javelin of Lightning.

    Oloch wrote:

    Hand: Magic Studded Leather Armor (P), Helm of the Valkyrie, Blessing of Sarenrae (P), Javelin of Lightning (P),

    Explore Shimmerglens Card 5: Hook Mountain Hag.

    Discard Blessing of Sarenrae. Requesting Harsk assistance to add 1d4.
    Combat 15: 1d10 + 1 + 2 + 1d10 + 1d4 ⇒ (6) + 1 + 2 + (10) + (4) = 23 Defeated.

    Divine 8 (Closing): 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11 Closed.

    End Turn. Recharge Helm of the Valkyrie to move to Garrison. Reset Hand, discarding Javelin of Lightning and Magic Studded Leather Armor.
    Not sure if location effect would matter since it is closed or if it matters because of the item moving me, but here it is. Divine 7 (Shimmerglens): 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5

    With no appropriate weapons at his disposal, Oloch charges fist first after calling out for Harsk.

    "HARSK, MORE ARROWS." he says as he crushes the hag. His victory cry ignited the wings from his helm and carrying him to the garrison.

    "Old man, catch up to me later." he says as he tosses away the javelin and leather armor.

    Oloch wrote:

    Hand: Abadar's Law (P), Clairvoyance (P), Blessing of Sarenrae, Acidic Greatsword +1,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Blessings are available for use.
    Power: Discard a card and I can fight your monster (Same Location).
    Power: I can discard a Blessing or Spell to add 1d4/Magic to Combat (Same Location).
    Divine Fortune: Display: Local Checks get +1d6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure (P), Magic Shield (P), Prayer (P), Blessing of Gorum (P), Blessing of Thoth (P), Throwing Axe (P), Blessing of Abadar, Incendiary Cloud (P), The Missing Eye (P), Dazzle (P)
    Recharged: Cure, Helm of the Valkyrie,
    Discard Pile: Blessing of Sarenrae (P), Javelin of Lightning (P), Magic Studded Leather Armor (P),
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Heavy Armor, Weapons, Divine
    POWERS:
    When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
    When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] you may reset your hand at the start of your turn.)
    [X] You may recharge a blessing or a spell ([ ] or reveal an armor) to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.
    [ ] After you banish, bury, discard, or recharge an armor for its power, a character at your location may shuffle a random card from his discard pile into his deck ([ ] and another such character may do so).
    [X] When you would discard a weapon for its power, you may reveal a card that has the Divine trait to recharge the weapon instead of discarding it. ([ ] Then you may shuffle your deck.)


    Female Naga Sorcerer/Astrologer Deck Handler

    Hourglass 4: Lamashtu o'clock
    Exploring Thassilonian Dungeon 1: Hook Mountain Hag

    Hook Mountain Hag:
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.

    Displaying Divine Fortune
    Arcane 8: 1d10 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10
    Banishing Scorching Ray to recovery, using Divine Fortune
    Combat 15: 1d10 + 4 + 2d6 + 1d6 ⇒ (10) + 4 + (6, 5) + (4) = 29
    Thassilonian Dungeon: Drawing Magnifying Glass
    Hook Mountain Hag is banished
    Closing Thassilonian Dungeon: Using Divine Fortune
    Arcane 7: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (2) = 13
    Thassilonian Dungeon is closed

    Ending turn. Recharging Magnifying Glass to examine Desecrated Vault 4: Hook Mountain Hag

    Hook Mountain Hag:
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.

    Recovery: Scorching Ray is recharged. Resetting hand

    Today's Horoscope: When the moon is in Lamashtu, an unusual transit through the house of Gorum brings good fortune to your endeavors. Stay focused to let your magicks overcome a hag's countermagic and decipher Thassilonian arcana.
    The sister of a fallen foe will desecrate the vault.

    Celeste wrote:

    Hand: Detect Evil, Swipe (banish to recovery for -3 to combat difficulty), Blessing of the Starsong (discard to bless/bury to reroll), Immolate (banish to recovery for +2d4 and Fire to defeat local Lock/Obstacle/Skirmish barrier), Appleslayer, Sihedron Medallion, Aqueous Orb,

    Displayed: Divine Fortune C (display for +1d6 to local checks; banish at start of Celeste's turn),
    Deck: 9 Discard: 2 Buried: 0
    Notes: Hoping to save Blessing of the Starsong for insurance on Hag Attack checks. Divine Fortune is adding +1d6 at Celeste's location until start of my next turn.
    Ask before using: Blessing of the Starsong
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Swipe; Immolate

    Skills and Powers:

    Skills:
    Strength d4 [] +1
    Dexterity d8 [] +1 [] +2 [] +3
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    -- Survival: Intelligence +3
    Wisdom d6 [] +1
    Charisma d10 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficient with: Arcane
    Hand Size 6 [X] 7

    You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
    You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
    At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.

    Hero Points: 5

    Summary:
    Thassilonian Dungeon is closed.
    Desecrated Vault 4 (Hook Mountain Hag) is examined.


    Box Runner
    Oloch wrote:
    Not sure if location effect would matter since it is closed or if it matters because of the item moving me, but here it is. Divine 7 (Shimmerglens): 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5

    That effect goes away when closed so you're good and able to move to garrison

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet || 2-3C PROXY LOOKUP

    During This Scenario: • Before setting up, record the contents of each character’s deck.
    • Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
    • When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
    • To win the scenario, close all of the locations.
    • At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.

    Villain: None
    Henchmen: Hook Mountain Hags

    Scenario Level (#): 3

    Turn: 11, Ezren/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Attic Whisperer
    RotR
    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.

    Spoiler:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Spoiler:
    Plague Zombie
    RotR
    Monster C
    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.

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

    Spoiler:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

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

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

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

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

    Spoiler:
    Battered Chest
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.

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

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

    Spoiler:
    Icy Longspear +1
    RotR
    Weapon C
    Traits:
    2-Handed
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

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

    Spoiler:
    Proxy Weapon 4
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for a weapon.

    Spells
    Spoiler:
    Proxy Spell 11
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for a spell.

    Spoiler:
    Proxy Spell 1
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for a spell.

    Spoiler:
    Proxy Spell 12
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for a spell.

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

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

    Armors
    Spoiler:
    Half-Plate
    RotR
    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.

    Spoiler:
    Magic Leather Armor
    RotR
    Armor C
    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.

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

    Spoiler:
    Elven Chain Shirt
    RotR
    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.

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

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

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

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

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

    Spoiler:
    Cloak of Elvenkind
    RotR
    Item 2
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 5
    Reveal this card to add 1d6 to your Stealth check.
    Recharge this card to succeed at your Stealth check.

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

    Spoiler:
    Proxy Ally 2
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for an ally.

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

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

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

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

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

    Spoiler:
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

    Spoiler:
    Blessing of Pharasma
    RotR
    Blessing C
    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.

    Current Hour:

    Blessing of Torag:
    Blessing of Torag
    RotR
    Blessing C
    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.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 1 Mavaro/ScorchedOne
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 3 Oloch/agent_eclipse
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 4 Celeste/EmpTyger
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 5 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 5 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 6 Mavaro/ScorchedOne
    Blessing of Gorum
    RotR
    Blessing C
    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 combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Harsk/MauveAvengr
    Blessing of Calistria
    RotR
    Blessing C
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 8 Oloch/agent_eclipse
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 9 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 10 Ezren/Akaitora
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 11 Mavaro/ScorchedOne
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 12 Harsk/MauveAvengr
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 13 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 13 Oloch/agent_eclipse
    Proxy Blessing 11
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for a blessing.
    Hourglass Card 14 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 14 Celeste/EmpTyger
    Proxy Blessing 12
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for a blessing.
    Hourglass Card 15 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 15 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 16 Mavaro/ScorchedOne
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 18 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 19 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Fort Rannick Card 1 (Hide Armor of Fire Resistance):
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Fort Rannick Card 2:
    Black Arrow Ranger
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.
    Fort Rannick Card 3:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
    Fort Rannick Card 4:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Fort Rannick Card 5:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
    Fort Rannick Card 6:
    Proxy Armor 3
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for an armor
    Fort Rannick Card 7:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Fort Rannick Card 8:
    Proxy Weapon 2
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for a weapon.
    Fort Rannick Card 9:
    Proxy Ally 6
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for an ally.
    Fort Rannick Card 10:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Location #2: Thassilonian Dungeon
    Closed
    When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Celeste/EmpTyger, Pit Trap,

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

    Location #4: Shimmerglens
    Closed
    When Permanently Closed: Characters at this location may choose not to reset their hands.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Akaitora, None

    Location #5: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/agent_eclipse, None

    Garrison Card 1 (Myriana):
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.
    Garrison Card 2:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Garrison Card 3:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Garrison Card 4:
    Ghoul
    RotR
    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.
    Garrison Card 5:
    Bunyip
    RotR
    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.
    Garrison Card 6:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Garrison Card 7:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Garrison Card 8:
    Longbow
    RotR
    Weapon C
    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.
    Garrison Card 9:
    Proxy Armor 1
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an armor
    Garrison Card 10:
    Proxy Weapon 5
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for a weapon.

    Location #6: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Harsk/MauveAvengr, None
    Catacombs of Wrath Card 1 (Bugbear):
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Catacombs of Wrath Card 2:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Catacombs of Wrath Card 3:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Catacombs of Wrath Card 4:
    Hand Chopper
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 12
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
    Catacombs of Wrath Card 5:
    Siren
    RotR
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Catacombs of Wrath Card 6:
    Proxy Item 4
    None
    Item P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for an item.
    Catacombs of Wrath Card 7:
    Short Sword +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Location #7: Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Mavaro/ScorchedOne, None
    Desecrated Vault Card 1 (Hook Mountain Hag):
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Desecrated Vault Card 2:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Desecrated Vault Card 3:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
    Desecrated Vault Card 4:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Desecrated Vault Card 5:
    Ring of Protection
    RotR
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
    Desecrated Vault Card 6:
    Proxy Spell 6
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for a spell.

    Dark Archive

    ✿ Deck Handler ✿ Upgrade preferences: Spell 1>Item 1>>Ally

    Before the end of Celeste's turn, Ezren will reload Zellara's Harrow Deck to examine the top 3 cards of his deck. He examines Card 1: Zellara's Harrow Deck, Card 2: Fiery Glare, and Card 3: Major Cure. He reorganizes his deck so that Fiery Glare is on top, followed by the Harrow Deck and then Major Cure.

    Starting Ezren's turn. The hour is Blessing of Torag.

    At the start of his turn, Ezren examines the top of his deck and draws Fiery Glare.

    Ezren will now move to Desecrated Vault

    Ezren explores to encounter Desecrated Vault Card 1: Hook Mountain Hag.

    For the BYA check, Ezren will ask Harsk for his Blessing of the Green Faith

    BYA Arcane 8: 2d12 + 4 ⇒ (2, 12) + 4 = 18

    Success! For his check to defeat, Ezren will use Fiery Glare to use his Arcane + 2d4. He will also discard Blessing of Pharasma to bless his CtD twice.

    CtD Combat, Arcane 15: 3d12 + 4 + 2d4 ⇒ (2, 9, 11) + 4 + (1, 4) = 31

    Better to be safe than sorry! Ezren will now attempt to close. On his non-intelligence check, Ezren will discard Augury to add his Intelligence.

    Closing Desecrated Vault: 1d8 + 1d12 + 2 ⇒ (1) + (1) + 2 = 4

    Wow. I'm unfortunately out of hero points, so Ezren will have failed.

    Being without spells as he is, he will end his turn. Ezren attempts to recover his spells.

    Recover Fiery Glare, Arcane 8: 1d12 + 4 ⇒ (2) + 4 = 6

    Not a good day for our Wizard friend. Ezren resets his hand.

    Ezren wrote:

    Hand: Zellara's Harrow Deck, Arrow Catching Studded Leather, Major Cure, Chime of Unlocking, Shy Ratani, Emerald of Dexterity, Alaeron,

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Desecrated Vault
    Hero Points: 0
    NOTES:
    Available Support: Feel free to recharge one of my cards to add 1d4 to a local check against a card with the Magic trait.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Fire Bolt, Hrym, Locate Object, Web, Candle of Spirit Protection, Swipe, Rodrick, Harrowstrike,
    Discard Pile: Planchette, Yap the Pixie, Blessing of Pharasma, Augury, Fiery Glare,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Intelligence +2
    Craft: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    ☐Alchemical | Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) (☐or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    ☑On your non-intelligence check, you may discard a spell to add your intelligence
    ☐When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card

    Dark Archive

    ✿ Deck Handler ✿ Upgrade preferences: Spell 1>Item 1>>Ally

    Celeste had a Blessing of the Starsong available which has been offered to him, so he will use Celeste's Blessing of the Starsong to re-roll his check to close.

    Close Desecrated Vault, Wisdom 6: 1d8 + 1d12 + 2 ⇒ (5) + (9) + 2 = 16

    Now that's more like it! Desecrated Vault is closed. On closing, Ezren recharges Planchette from his discard pile. Everything else remains the same about Ezren's turn.


    Deck Handler
    Mavaro wrote:

    Hand: Venomous Fighting Fan +1, Cure, The Missing Eye, Bird Feather Tokens, Sign of the Lantern Bearer, Candle of Spirit Protection,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Feel free to use signs if they would recharge.

    Deck, Discard, Buried:
    b]Reloaded: [/b]

    Middle of Deck (Unknown Order): Shrunken Head, Cleric of Nethys, Magnifying Glass, Mind Thrust, Starknife +2, Planchette
    Recharged: Stalking Armor, Clinging Venom, Chronicler,
    Discard Pile: Sign of the Rider,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2
    Knowledge: Intelligence +1
    Wisdom d8 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Any
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Light Armor
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill.
    You may discard (X Or Recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

    The vault having been closed, Mavaro will move to Fort Rannick.

    Explore 1:
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Recharge Candle/Token to put Stalking Armor on top of deck.

    Con/Fort 7: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5
    Recharge Bird Feather Tokens to Reroll
    Con/Fort 7: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
    Acquire Armor 2.


    STR d6 | DEX d10 (ranged +3) | CON d10 (fortitude +2) | INT d6 | WIS d6 (perception +1 ; survival +1) | CHA 4 Deck Handler

    Turn Order: Ezren/Akaitora, Mavaro/ScorchedOne, Harsk/MauveAvengr, Oloch/Agent Eclipse, Celeste/EmpTyger
    Out of Turn Updates: Use power once for Oloch - recharge Sickle +1. Recharge Blessing of the Green Faith for Ezren.

    Turn: Turn 13 - Blessing of the Gods

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

    SOT: Harsk will examine top card of location deck. Examine Bugbear

    Move: Stay at Catacombs of Wrath

    Explore: Bugbear

    Bugbear:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Reveal Demonbane Light Crossbow +1 to do Ranged+1d8+1.

    Combat 10: 1d10 + 5 + 1d8 + 1 ⇒ (7) + 5 + (6) + 1 = 19

    Defeated. Discard Brodert Quink to explore again.

    Explore 2: Hook Mountain Hag

    Hook Mountain Hag:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.

    BYA Divine 8: 1d4 ⇒ 3

    Reveal Demonbane Light Crossbow +1 to do Ranged+1d8+1. Discard Blessing of Milani to bless check.

    Combat 15: 2d10 + 5 + 1d8 + 1 ⇒ (2, 6) + 5 + (2) + 1 = 16

    Defeated. Can attempt to close. Summon and encounter Wrathful Sinspawn.

    Wrathful Sinspawn:
    Wrathful Sinspawn
    RotR
    Monster 1
    Traits:
    Aberration
    Check to defeat:
    Combat 9
    Powers:
    Before the encounter, succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    If defeated, you may immediately attempt to close this location.

    BYA Wisdom 6: 1d6 + 1 ⇒ (1) + 1 = 2

    Reveal Demonbane Light Crossbow +1 to do Ranged+1d8+1.

    Combat 9+1=10: 1d10 + 5 + 1d8 + 1 ⇒ (2) + 5 + (6) + 1 = 14

    Defeated. Location is closed. Shuffle the discarded Goblinvine into deck.

    End Turn: Reset hand.

    Examine top card of location. Location is empty.

    Recovery: N/a

    [u]Summary[/u]:
    Move: Catacombs of Wrath
    Acquired: N/a
    Banished: Catacombs of Wrath Cards 1,2: Bugbear, Hook Mountain Hag
    Examined: Catacombs of Wrath Cards 4: Bugbear
    Random Card(s) N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Harsk wrote:

    Hand: Demonbane Light Crossbow +1, Sickle +1, Magic Leather Armor, Goblinvine, Wand of Flame, Blessing of Erastil,

    Displayed:
    Deck: 5 Discard: 6 Buried: 0
    Current Location: Catacombs of Wrath
    Hero Points: 3
    Reroll: 2-3A not used
    NOTES:
    Available Support: Recharge card to add 1d4 to combat check at distant location
    Blessing
    Bows
    Other: Hi I'm Harsk. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hawkmoon Bow, Amulet of Fortitude, Blessing of the Green Faith, Starknife +2, Blessing of Gorum
    Recharged:
    Discard Pile: Blessing of Gozreh, Blessing of Lamashtu, Saber-Toothed Tiger, Returning Throwing Axe +1, Brodert Quink, Blessing of Milani,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
    At the (☑ start or) end of your turn, you may examine the top card of your location deck.
    You may recharge a card to add 1d4 (☐+1) to a combat check by a character at another location.


    Box Runner

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet || 2-3C PROXY LOOKUP

    During This Scenario: • Before setting up, record the contents of each character’s deck.
    • Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
    • When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
    • To win the scenario, close all of the locations.
    • At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.

    Villain: None
    Henchmen: Hook Mountain Hags

    Scenario Level (#): 3

    Turn: 14, Oloch/agent_eclipse

    Random Cards:

    Monsters
    Spoiler:
    Rat Swarm
    RotR
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

    Spoiler:
    Giant Hermit Crab
    RotR
    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.

    Spoiler:
    Rat Swarm
    RotR
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

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

    Spoiler:
    Plague Zombie
    RotR
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

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

    Spoiler:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Spoiler:
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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

    Weapons
    Spoiler:
    Short Sword +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spoiler:
    Proxy Weapon 4
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for a weapon.

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

    Spells
    Spoiler:
    Proxy Spell 1
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for a spell.

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

    Spoiler:
    Proxy Spell 14
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 14
    This is a proxy for a spell.

    Spoiler:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.

    Spoiler:
    Acid Arrow
    RotR
    Spell C
    Traits:
    Acid
    Arcane
    Attack
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Magic Half-Plate
    RotR
    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.

    Spoiler:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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

    Spoiler:
    Proxy Item 6
    None
    Item P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for an item.

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

    Spoiler:
    Eyes of the Eagle
    RotR
    Item C
    Traits:
    Elite
    Magic
    Object
    To Acquire:
    Wisdom
    Perception 5
    Reveal this card to add 1d6 to your Perception check.
    Recharge this card to succeed at your Perception check.

    Spoiler:
    Proxy Item 1
    None
    Item P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an item.

    Allies
    Spoiler:
    Proxy Ally 5
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for an ally.

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

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

    Spoiler:
    Father Zantus
    RotR
    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.

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

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

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

    Spoiler:
    Proxy Blessing 7
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 7
    This is a proxy for a blessing.

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

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

    Current Hour:

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

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 1 Celeste/EmpTyger
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 2 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 2 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 3 Mavaro/ScorchedOne
    Blessing of Gorum
    RotR
    Blessing C
    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 combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Harsk/MauveAvengr
    Blessing of Calistria
    RotR
    Blessing C
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 5 Oloch/agent_eclipse
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 6 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 7 Ezren/Akaitora
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 8 Mavaro/ScorchedOne
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Harsk/MauveAvengr
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 10 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 10 Oloch/agent_eclipse
    Proxy Blessing 11
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for a blessing.
    Hourglass Card 11 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 11 Celeste/EmpTyger
    Proxy Blessing 12
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for a blessing.
    Hourglass Card 12 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 12 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 13 Mavaro/ScorchedOne
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 14 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 15 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 16 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Mavaro/ScorchedOne, None

    Fort Rannick Card 1:
    Black Arrow Ranger
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.
    Fort Rannick Card 2:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
    Fort Rannick Card 3:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Fort Rannick Card 4:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
    Fort Rannick Card 5:
    Proxy Armor 3
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for an armor
    Fort Rannick Card 6:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Fort Rannick Card 7:
    Proxy Weapon 2
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for a weapon.
    Fort Rannick Card 8:
    Proxy Ally 6
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for an ally.
    Fort Rannick Card 9:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Location #2: Thassilonian Dungeon
    Closed
    When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Celeste/EmpTyger, Pit Trap,

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

    Location #4: Shimmerglens
    Closed
    When Permanently Closed: Characters at this location may choose not to reset their hands.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/agent_eclipse, None

    Garrison Card 1 (Myriana):
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.
    Garrison Card 2:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Garrison Card 3:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Garrison Card 4:
    Ghoul
    RotR
    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.
    Garrison Card 5:
    Bunyip
    RotR
    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.
    Garrison Card 6:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Garrison Card 7:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Garrison Card 8:
    Longbow
    RotR
    Weapon C
    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.
    Garrison Card 9:
    Proxy Armor 1
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an armor
    Garrison Card 10:
    Proxy Weapon 5
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for a weapon.

    Location #6: Catacombs of Wrath
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Harsk/MauveAvengr, None

    Location #7: Desecrated Vault
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Akaitora, None

    Grand Lodge

    Deck Handler

    Explore Garrison Card 1: Myriana.

    Reveal Acidic Greatsword +1.
    Combat 14: 1d10 + 1 + 2 + 2d6 + 1 ⇒ (6) + 1 + 2 + (6, 4) + 1 = 20 Defeated.

    Send Clairvoyance to Recovery to Examine and Rearrange Top 3 cards.
    Grizzled Mercenary, Hook Mountain Hag, Ghoul -> Hook Mountain Hag, Ghoul, Grizzled Mercenary.

    Discard Blessing of Sarenrae to Explore Card 2: Hook Mountain Hag.
    Reveal Acidic Greatsword +1.
    Combat 14: 1d10 + 1 + 2 + 2d6 + 1 ⇒ (10) + 1 + 2 + (1, 6) + 1 = 21 Defeated.

    Attempting to Close, summoning Bandit henchmen.
    BYA: Recharge Abadar's Law.
    Recharge Acidic Greatsword +1.
    Combat 14: 1d10 + 1 + 2 + 2d6 + 1 + 1d10 ⇒ (9) + 1 + 2 + (1, 1) + 1 + (7) = 22 Defeated.

    Garrison is closed.

    "

    Oloch wrote:

    Hand: Prayer (P), Magic Shield (P), Blessing of Abadar, Blessing of Gorum (P),

    Displayed:
    Deck: 10 Discard: 5 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Blessings are available for use.
    Power: Discard a card and I can fight your monster (Same Location).
    Power: I can discard a Blessing or Spell to add 1d4/Magic to Combat (Same Location).
    Divine Fortune: Display: Local Checks get +1d6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Throwing Axe (P), Incendiary Cloud (P), The Missing Eye (P), Cure (P), Dazzle (P), Blessing of Thoth (P)
    Recharged: Cure, Helm of the Valkyrie, Abadar's Law (P), Acidic Greatsword +1,
    Discard Pile: Blessing of Sarenrae (P), Javelin of Lightning (P), Magic Studded Leather Armor (P), Clairvoyance (P), Blessing of Sarenrae,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Heavy Armor, Weapons, Divine
    POWERS:
    When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
    When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] you may reset your hand at the start of your turn.)
    [X] You may recharge a blessing or a spell ([ ] or reveal an armor) to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.
    [ ] After you banish, bury, discard, or recharge an armor for its power, a character at your location may shuffle a random card from his discard pile into his deck ([ ] and another such character may do so).
    [X] When you would discard a weapon for its power, you may reveal a card that has the Divine trait to recharge the weapon instead of discarding it. ([ ] Then you may shuffle your deck.)

    "


    Female Naga Sorcerer/Astrologer Deck Handler

    Hourglass 1: Lamashtu o'clock
    Banishing Divine Fortune to recovery
    Recharging Aqueous Orb to examine Fort Rannick 1: Black Arrow Ranger

    Black Arrow Ranger:
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Moving to Fort Rannick
    Exploring Fort Rannick 1: Black Arrow Ranger

    Black Arrow Ranger:
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Oloch discards Prayer (or some other blessing)
    Survival 7: 2d8 + 4 ⇒ (4, 6) + 4 = 14
    Black Arrow Ranger is acquired

    Shuffled Garrison: 1d5 + 5 ⇒ (2) + 5 = 7
    Discarding Appleseed to move to Garrison and examine and explore Garrison 7: Elven Breastplate

    Elven Breastplate:
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Celeste cannot make a CON/Fortitude 7 check. Elven Breastplate is banished

    Shuffled Garrison: 1d5 + 5 ⇒ (4) + 5 = 9
    Discarding Black Arrow Ranger to explore Garrison 9: Proxy Armor 1: Armor of the Sands

    Armor of the Sands:
    Ezren B
    Light Armor / Clothing / Magic / Arcane / Divine / Elite

    To Acquire:
    CON/Fortitude 6
    Arcane/Divine 8

    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.


    Arcane 8: 1d10 + 4 ⇒ (2) + 4 = 6
    Proxy Armor 1 is banished

    Shuffled Garrison: 1d5 + 5 ⇒ (4) + 5 = 9
    Shuffled Garrison: 1d5 + 5 ⇒ (2) + 5 = 7
    Shuffled Garrison: 1d5 + 5 ⇒ (4) + 5 = 9

    Shuffled Garrison: 1d5 + 5 ⇒ (3) + 5 = 8
    Banishing Detect Evil to recovery to examine Garrison 8: Longbow

    Longbow:
    RotR
    Weapon C
    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.

    Recharging Sihedron Medallion to examine Fort Rannick 2: Longbow +1

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

    Ending turn.
    Recovery: Banishing Divine Fortune, Detect Evil
    Resetting hand

    Today's Horoscope: When the moon is in Lamashtu, a ranger from Fort Rannick answers your prayers. Armor is not needed where evil does not lurk.
    The Black Arrow will have bows stashed everywhere.

    Celeste wrote:

    Hand: The Empty Throne (discard to bless), Swipe (banish to recovery for -3 to combat difficulty), Vreva Jhafae, Immolate (banish to recovery for +2d4 and Fire to defeat local Lock/Obstacle/Skirmish barrier), Blessing of Gozreh (discard to bless/double bless if closing or guarding check), Divine Fortune W (display for +1d6 to local checks; banish at start of Celeste's turn), Boots of Elvenkind,

    Displayed:
    Deck: 6 Discard: 4 Buried: 2
    Notes:
    Ask before using:
    Can use without asking: The Empty Throne; Blessing of Gozreh; Swipe; Immolate; Divine Fortune

    Skills and Powers:

    Skills:
    Strength d4 [] +1
    Dexterity d8 [] +1 [] +2 [] +3
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    -- Survival: Intelligence +3
    Wisdom d6 [] +1
    Charisma d10 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficient with: Arcane
    Hand Size 6 [X] 7

    You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
    You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
    At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.

    Hero Points: 5

    Summary:
    Fort Rannick 1 is acquired.
    Garrison 7, 9 are banished.
    Fort Rannick 2 (Longbow +1) is examined.
    Garrison 8 (Longbow) is examined and on top of shuffled Garrison.
    Oloch discards Prayer.
    Celeste is at Garrison.

    Dark Archive

    ✿ Deck Handler ✿ Upgrade preferences: Spell 1>Item 1>>Ally

    Starting Ezren's turn. The hour is Blessing of Calistria.

    At the start of his turn, Ezren examines the top card of his deck: Fire Bolt, a spell! He draws it.

    Ezren will move to For Rannickk.

    Ezren will explore to encounter Fort Rannick Card 2: Longbow +1. For his check to acquire, Ezren will recharge the Chime of Unlocking to add 1d4 to his check.

    CtA Dexterity 9: 1d6 + 1d4 ⇒ (5) + (3) = 8

    Now, Ezren will recharge Major Cure to examine Fort Rannick Card 3: Sneak. Ezren will then recharge the Alaeron to explore and encounter it.

    BYA Wisdom 8: 1d8 ⇒ 5

    For his check to defeat, Ezren will banish Fire Bolt to use his Arcane + 3d6.

    CtD Combat 12: 1d12 + 4 + 3d6 ⇒ (12) + 4 + (6, 2, 2) = 26

    Defeated!

    Ezren will end his turn. He will attempt to recover Fire Bolt.

    Recharge Fire Bolt, Arcane 10: 1d12 + 4 ⇒ (4) + 4 = 8

    Discarded. Then Ezren resets his hand.

    Ezren wrote:

    Hand: Zellara's Harrow Deck, Arrow Catching Studded Leather, Hrym, Locate Object, Shy Ratani, Web, Candle of Spirit Protection,

    Displayed:
    Deck: 7 Discard: 6 Buried: 0
    Current Location: Fort Rannick
    Hero Points: 0
    NOTES:
    Available Support: Feel free to recharge one of my cards to add 1d4 to a local check against a card with the Magic trait.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Swipe, Rodrick, Harrowstrike, Planchette, Chime of Unlocking, Major Cure, Alaeron,
    Discard Pile: Yap the Pixie, Blessing of Pharasma, Augury, Fiery Glare, Emerald of Dexterity, Fire Bolt,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Intelligence +2
    Craft: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    ☐Alchemical | Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) (☐or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    ☑On your non-intelligence check, you may discard a spell to add your intelligence
    ☐When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card

    "Aye, Oloch. Let's meet on the other side! - Ezren salutes and heads over to the fortification in the area.

    As Celeste predicted, Ezren first found a Longbow. Much as he suspected however, the loot was being guarded by the hags' followers. Taking a small loss, he took care of the would-be ambushers and kept divining his way through the fort.


    Box Runner

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet || 2-3C PROXY LOOKUP

    During This Scenario: • Before setting up, record the contents of each character’s deck.
    • Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
    • When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
    • To win the scenario, close all of the locations.
    • At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.

    Villain: None
    Henchmen: Hook Mountain Hags

    Scenario Level (#): 3

    Turn: 17, Mavaro/ScorchedOne

    Random Cards:

    Monsters
    Spoiler:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Spoiler:
    Donkey Rats
    RotR
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

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

    Spoiler:
    Diseased Rats
    RotR
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity
    Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Spoiler:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Barriers
    Spoiler:
    Falling Bell
    RotR
    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.

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

    Spoiler:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

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

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

    Weapons
    Spoiler:
    Proxy Weapon 3
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for a weapon.

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

    Spoiler:
    Allying Dart +1
    RotR
    Weapon C
    Traits:
    Dart
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
    You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

    Spoiler:
    Greatsword
    RotR
    Weapon C
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spoiler:
    Proxy Spell 3
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for a spell.

    Spoiler:
    Proxy Spell 14
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 14
    This is a proxy for a spell.

    Spoiler:
    Proxy Spell 12
    None
    Spell P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for a spell.

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

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

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


    Armors
    Spoiler:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Chain Mail
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Proxy Armor 4
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for an armor

    Spoiler:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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

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

    Spoiler:
    Crown of Charisma
    RotR
    Item C
    Traits:
    Accessory
    Elite
    Magic
    To Acquire:
    Charisma
    Diplomacy 5
    Reveal this card to add 1 die to your Diplomacy check.
    Recharge this card to succeed at your Diplomacy check.

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

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

    Spoiler:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

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

    Spoiler:
    Soldier
    RotR
    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.

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

    Spoiler:
    Proxy Blessing 9
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 9
    This is a proxy for a blessing.

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

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

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

    Current Hour:

    Blessing of Gorum:
    Blessing of Gorum
    RotR
    Blessing C
    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 combat 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.

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Harsk/MauveAvengr
    Blessing of Calistria
    RotR
    Blessing C
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 2 Oloch/agent_eclipse
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 3 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 4 Ezren/Akaitora
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 5 Mavaro/ScorchedOne
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 6 Harsk/MauveAvengr
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 7 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 7 Oloch/agent_eclipse
    Proxy Blessing 11
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for a blessing.
    Hourglass Card 8 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 8 Celeste/EmpTyger
    Proxy Blessing 12
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for a blessing.
    Hourglass Card 9 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 9 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 10 Mavaro/ScorchedOne
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 12 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 13 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Akaitora, Mavaro/ScorchedOne, None

    Fort Rannick Card 1:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
    Fort Rannick Card 2:
    Proxy Armor 3
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for an armor
    Fort Rannick Card 3:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Fort Rannick Card 4:
    Proxy Weapon 2
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for a weapon.
    Fort Rannick Card 5:
    Proxy Ally 6
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for an ally.
    Fort Rannick Card 6:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Location #2: Thassilonian Dungeon
    Closed
    When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Pit Trap,

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

    Location #4: Shimmerglens
    Closed
    When Permanently Closed: Characters at this location may choose not to reset their hands.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Garrison
    Closed
    M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Oloch/agent_eclipse, Celeste/EmpTyger, None

    Garrison Card 1 (Longbow):
    Longbow
    RotR
    Weapon C
    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.
    Garrison Card 2:
    Proxy Weapon 5
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for a weapon.
    Garrison Card 3:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

    Location #6: Catacombs of Wrath
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Harsk/MauveAvengr, None

    Location #7: Desecrated Vault
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    Deck Handler
    Mavaro wrote:

    Hand: Venomous Fighting Fan +1, Cure, The Missing Eye, Stalking Armor, Sign of the Lantern Bearer, Hide Armor of Fire Resistance,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Feel free to use signs if they would recharge.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clinging Venom, Cleric of Nethys, Sign of the Stranger, Chronicler, Shrunken Head, Mind Thrust, Magnifying Glass, Bird Feather Tokens, Planchette
    Recharged: Candle of Spirit Protection,
    Discard Pile: Sign of the Rider,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2
    Knowledge: Intelligence +1
    Wisdom d8 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Any
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Light Armor
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill.
    You may discard (X Or Recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

    Explore 1:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Recharge Hide Armor to put Archer's Bracers on top to gain Dexterity. Discard Sign of the Lantern Bearer to bless. Reveal Stalking Armor for +2.

    Perception 12: 1d8 + 2 + 1 + 1d8 + 2 ⇒ (1) + 2 + 1 + (5) + 2 = 11

    Damage: 1d4 ⇒ 1

    Recharge Stalking Armor to reduce damage by 2.


    STR d6 | DEX d10 (ranged +3) | CON d10 (fortitude +2) | INT d6 | WIS d6 (perception +1 ; survival +1) | CHA 4 Deck Handler

    Turn Order: Ezren/Akaitora, Mavaro/ScorchedOne, Harsk/MauveAvengr, Oloch/Agent Eclipse, Celeste/EmpTyger
    Out of Turn Updates: N/a

    Turn: Turn 18 - Blessing of Calistria

    Blessing of Claistria:
    Blessing of Calistria
    RotR
    Blessing C
    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.

    SOT: Harsk will examine top card of location deck. Location is empty.

    Move: Move to Fort Rannick

    Explore: Proxy Armor 3

    Gray Maiden Plate:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Heavy Armor
    Grey Maiden
    Magic
    Check to Acquire:
    Constitution
    Fortitude 11
    Powers:
    Display. While displayed:
    If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    When you suffer any damage, you may draw this card to reduce it by 1.
    When you suffer Combat damage, you may draw this card to reduce it by 2.
    If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Fortitude 11: 1d10 + 2 ⇒ (9) + 2 = 11

    Acquired. Will display.

    End Turn: Reset hand.

    Examine top card of location. Examine Hook Mountain Hag

    Hook Mountain Hag:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.

    Recovery: N/a

    [u]Summary[/u]:
    Move: Catacombs of Wrath -> Fort Rannick
    Acquired: Fort Rannick Card 2: Proxy Armor 3 aka Gray Maiden Plate
    Banished: N/a
    Examined: Fort Rannick Card 3: Hook Mountain Hag
    Random Card(s) N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Harsk wrote:

    Hand: Demonbane Light Crossbow +1, Sickle +1, Magic Leather Armor, Goblinvine, Wand of Flame, Blessing of Erastil,

    Displayed: Gray Maiden Plate,
    Deck: 5 Discard: 6 Buried: 0
    Current Location: Fort Rannick
    Hero Points: 3
    Reroll: 2-3A not used
    NOTES:
    Available Support: Recharge card to add 1d4 to combat check at distant location
    Blessing
    Bows
    Other: Hi I'm Harsk. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hawkmoon Bow, Blessing of Gorum, Starknife +2, Blessing of the Green Faith, Amulet of Fortitude
    Recharged:
    Discard Pile: Blessing of Gozreh, Blessing of Lamashtu, Saber-Toothed Tiger, Returning Throwing Axe +1, Brodert Quink, Blessing of Milani,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
    At the (☑ start or) end of your turn, you may examine the top card of your location deck.
    You may recharge a card to add 1d4 (☐+1) to a combat check by a character at another location.


    Box Runner

    1d6 ⇒ 6 not door spike so we'll keep the armor encounter but have new examined card since location was shuffled.

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet || 2-3C PROXY LOOKUP

    During This Scenario: • Before setting up, record the contents of each character’s deck.
    • Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
    • When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
    • To win the scenario, close all of the locations.
    • At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.

    Villain: None
    Henchmen: Hook Mountain Hags

    Scenario Level (#): 3

    Turn: 19, Oloch/agent_eclipse

    Random Cards:

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

    Spoiler:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Spoiler:
    Plague Zombie
    RotR
    Monster C
    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.

    Spoiler:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

    Barriers
    Spoiler:
    Skeleton Horde
    RotR
    Barrier C
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    Spoiler:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

    Spoiler:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

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

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

    Weapons
    Spoiler:
    Battleaxe
    RotR
    Weapon B
    Traits:
    Axe
    Elite
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Frost Longbow +1
    RotR
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

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

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

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

    Spells
    Spoiler:
    Acid Arrow
    RotR
    Spell B
    Traits:
    Acid
    Arcane
    Attack
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

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

    Spoiler:
    Find Traps
    RotR
    Spell C
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    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.

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

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

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

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

    Spoiler:
    Elven Chain Shirt
    RotR
    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.

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

    Spoiler:
    Half-Plate
    RotR
    Armor C
    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.

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

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

    Spoiler:
    Cloak of Elvenkind
    RotR
    Item 2
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 5
    Reveal this card to add 1d6 to your Stealth check.
    Recharge this card to succeed at your Stealth check.

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

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

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

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

    Spoiler:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.

    Spoiler:
    Snake
    RotR
    Ally C
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to add 1d10 to your Stealth check.
    Discard this card to add 1d4 to your Melee combat check.

    Spoiler:
    Proxy Ally 1
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an ally.

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

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

    Spoiler:
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

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

    Current Hour:

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

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 1 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 2 Ezren/Akaitora
    Blessing of the Gods
    RotR
    Blessing C
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 3 Mavaro/ScorchedOne
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Harsk/MauveAvengr
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 5 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 5 Oloch/agent_eclipse
    Proxy Blessing 11
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for a blessing.
    Hourglass Card 6 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 6 Celeste/EmpTyger
    Proxy Blessing 12
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for a blessing.
    Hourglass Card 7 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 7 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 8 Mavaro/ScorchedOne
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 10 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 11 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Akaitora, Mavaro/ScorchedOne, Harsk/MauveAvengr, None

    Fort Rannick Card 1 (Proxy Weapon 2):
    Proxy Weapon 2
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 2
    This is a proxy for a weapon.
    Fort Rannick Card 2:
    Proxy Ally 6
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for an ally.
    Fort Rannick Card 3:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Fort Rannick Card 4:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Fort Rannick Card 5:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Location #2: Thassilonian Dungeon
    Closed
    When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Pit Trap,

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

    Location #4: Shimmerglens
    Closed
    When Permanently Closed: Characters at this location may choose not to reset their hands.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Garrison
    Closed
    M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Oloch/agent_eclipse, Celeste/EmpTyger, None

    Garrison Card 1 (Longbow):
    Longbow
    RotR
    Weapon C
    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.
    Garrison Card 2:
    Proxy Weapon 5
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for a weapon.
    Garrison Card 3:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

    Location #6: Catacombs of Wrath
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Desecrated Vault
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Grand Lodge

    Deck Handler

    Off-Turn: Discard Prayer.

    On-Turn: Reset Hand Drawing Incendiary Cloud.

    Explore Garrison Card 1: Longbow.
    Dexterity 5: 1d6 ⇒ 6 Acquired.

    Discard Blessing of Abadar to Explore Card 2: Proxy Weapon 5 -> Shock Glaive.
    Discard Blessing of Gorum to Bless.
    Melee 14: 1d10 + 1 + 2 + 1d10 ⇒ (9) + 1 + 2 + (3) = 15 Acquired.

    End Turn, Discard Longbow, Reset Hand.

    Oloch wrote:

    Hand: Incendiary Cloud (P), Magic Shield (P), Shock Glaive, Cure (P),

    Displayed:
    Deck: 8 Discard: 9 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Blessings are available for use.
    Power: Discard a card and I can fight your monster (Same Location).
    Power: I can discard a Blessing or Spell to add 1d4/Magic to Combat (Same Location).
    Divine Fortune: Display: Local Checks get +1d6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dazzle (P), Blessing of Thoth (P), The Missing Eye (P), Throwing Axe (P)
    Recharged: Cure, Helm of the Valkyrie, Abadar's Law (P), Acidic Greatsword +1,
    Discard Pile: Blessing of Sarenrae (P), Javelin of Lightning (P), Magic Studded Leather Armor (P), Clairvoyance (P), Blessing of Sarenrae, Prayer (P), Blessing of Abadar, Blessing of Gorum (P), Longbow,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Heavy Armor, Weapons, Divine
    POWERS:
    When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
    When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] you may reset your hand at the start of your turn.)
    [X] You may recharge a blessing or a spell ([ ] or reveal an armor) to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.
    [ ] After you banish, bury, discard, or recharge an armor for its power, a character at your location may shuffle a random card from his discard pile into his deck ([ ] and another such character may do so).
    [X] When you would discard a weapon for its power, you may reveal a card that has the Divine trait to recharge the weapon instead of discarding it. ([ ] Then you may shuffle your deck.)


    Female Naga Sorcerer/Astrologer Deck Handler

    Hourglass 1: Gods o'clock
    Exploring Garrison 3: Venomous Dagger +2

    Venomous Dagger +2:
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

    Banishing Swipe to recovery. Venomous Dagger +2 is acquired

    Ending turn.
    Recovery: Swipe is recharged.
    Resetting hand

    Today's Horoscope: When the moon is full, reverse the curse to take instead of be taken from.

    Celeste wrote:

    Hand: The Empty Throne (discard to bless), Venomous Dagger +2, Vreva Jhafae, Immolate (banish to recovery for +2d4 and Fire to defeat local Lock/Obstacle/Skirmish barrier), Blessing of Gozreh (discard to bless/double bless if closing or guarding check), Divine Fortune W (display for +1d6 to local checks; banish at start of Celeste's turn), Boots of Elvenkind,

    Displayed:
    Deck: 7 Discard: 4 Buried: 2
    Notes:
    Ask before using:
    Can use without asking: Blessing of Gozreh; The Empty Throne; Immolate; Divine Fortune

    Skills and Powers:

    Skills:
    Strength d4 [] +1
    Dexterity d8 [] +1 [] +2 [] +3
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    -- Survival: Intelligence +3
    Wisdom d6 [] +1
    Charisma d10 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficient with: Arcane
    Hand Size 6 [X] 7

    You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
    You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
    At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.

    Hero Points: 5

    Summary:
    Garrison 3 is acquired.

    Dark Archive

    ✿ Deck Handler ✿ Upgrade preferences: Spell 1>Item 1>>Ally

    Starting Ezren's turn. The hour is Blessing of the Gods.

    At the start of his turn, Ezren will examine the top card of his deck: Swipe, a spell! He draws it.

    Ezren explores to encounter Fort Rannick Card 1: Proxy Weapon 2: Crossbow +1. Ezren will banish Swipe to recovery to automatically acquire it.

    Ezren will then banish Locate Object to recovery to examine cards until he finds a boon to acquire. He examines Fort Rannick Card 2: Cleric of Nethys. Ezren will attempt to acquire him.

    CtA Knowledge 9: 1d12 + 3 ⇒ (2) + 3 = 5

    Banished. Ah, that's a shame.

    Ezren will then recharge Web to examine Fort Rannick Card 3: Hook Mountain Hag.

    Ezren isn't ready to encounter the hag, so he will end his exploration and turn.

    He attempts to recover his spells.

    Recharge Swipe, Arcane 13: 1d12 + 3 ⇒ (12) + 3 = 15
    Recharge Locate Object, Arcane 9: 1d12 + 3 ⇒ (6) + 3 = 9

    Both are recharged! Ezren resets his hand.

    Ezren wrote:

    Hand: Zellara's Harrow Deck, Arrow Catching Studded Leather, Hrym, Rodrick, Shy Ratani, Harrowstrike, Candle of Spirit Protection,

    Displayed:
    Deck: 8 Discard: 6 Buried: 0
    Current Location: Fort Rannick
    Hero Points: 0
    NOTES:
    Available Support: Feel free to recharge one of my cards to add 1d4 to a local check against a card with the Magic trait.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crossbow +1
    Recharged: Planchette, Chime of Unlocking, Major Cure, Alaeron, Web, Swipe, Locate Object,
    Discard Pile: Yap the Pixie, Blessing of Pharasma, Augury, Fiery Glare, Emerald of Dexterity, Fire Bolt,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Intelligence +2
    Craft: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    ☐Alchemical | Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) (☐or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    ☑On your non-intelligence check, you may discard a spell to add your intelligence
    ☐When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card

    The sound of clashing steel, screams of pain and rage alert Ezren of battle nearby, in the Garrison he explored earlier. "Ah, that must be Oloch approaching. Yes, let's finish this....that hag better have my spellbook"

    Ezren continued his exploration of the abandoned fort with caution, divining his way through the twisting corridors of the stone keep. Finally, his scrying sensor picked up on the presence of the horrid hag. With a smirk and just as the sounds of battle begun to die down in the garrison behind him, Ezren signaled to Mavaro and Harsk to quietly approach to set up an ambush, leaving his arcane mark to guide the way for Oloch and Celeste.


    Box Runner

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet || 2-3C PROXY LOOKUP

    During This Scenario: • Before setting up, record the contents of each character’s deck.
    • Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
    • When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
    • To win the scenario, close all of the locations.
    • At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.

    Villain: None
    Henchmen: Hook Mountain Hags

    Scenario Level (#): 3

    Turn: 22, Mavaro/ScorchedOne

    Random Cards:

    Monsters
    Spoiler:
    Plague Zombie
    RotR
    Monster C
    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.

    Spoiler:
    Zombie Giant
    RotR
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.

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

    Spoiler:
    Plague Zombie
    RotR
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

    Spoiler:
    Hell Hound
    RotR
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

    Barriers
    Spoiler:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

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

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

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

    Spoiler:
    Battered Chest
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.

    Weapons
    Spoiler:
    Glaive
    RotR
    Weapon B
    Traits:
    2-Handed
    Elite
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spoiler:
    Glaive
    RotR
    Weapon C
    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.

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

    Spoiler:
    Warhammer +1
    RotR
    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.

    Spoiler:
    Icy Longspear +1
    RotR
    Weapon C
    Traits:
    2-Handed
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Spells
    Spoiler:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Aid
    RotR
    Spell B
    Traits:
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    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.

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

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

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

    Armors
    Spoiler:
    Elven Chain Shirt
    RotR
    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.

    Spoiler:
    Half-Plate
    RotR
    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.

    Spoiler:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Proxy Armor 1
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an armor

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

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

    Spoiler:
    Proxy Item 10
    None
    Item P
    Traits:
    To Acquire:
    Proxy 10
    This is a proxy for an item.

    Spoiler:
    Chime of Unlocking
    RotR
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 8
    Reveal this card to defeat a barrier with the Lock trait.

    Spoiler:
    Headband of Alluring Charisma
    RotR
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma 5
    Reveal this card to add 1 to your Charisma ckeck.
    You may play another item on this check.

    Spoiler:
    Potion of Gracefulness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at an Acrobatics check.

    Allies
    Spoiler:
    Proxy Ally 4
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 4
    This is a proxy for an ally.

    Spoiler:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.

    Spoiler:
    Shalelu Andosana
    RotR
    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.

    Spoiler:
    Black Arrow Ranger
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Spoiler:
    Proxy Ally 5
    None
    Ally P
    Traits:
    To Acquire:
    Proxy 5
    This is a proxy for an ally.

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

    Spoiler:
    Proxy Blessing 10
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 10
    This is a proxy for a blessing.

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

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

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

    Current Hour:

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

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Harsk/MauveAvengr
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 2 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 2 Oloch/agent_eclipse
    Proxy Blessing 11
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for a blessing.
    Hourglass Card 3 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 3 Celeste/EmpTyger
    Proxy Blessing 12
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for a blessing.
    Hourglass Card 4 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 4 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 5 Mavaro/ScorchedOne
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 6 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 7 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 8 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Akaitora, Mavaro/ScorchedOne, Harsk/MauveAvengr, None

    Fort Rannick Card 1 (Hook Mountain Hag):
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.
    Fort Rannick Card 2:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Fort Rannick Card 3:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Location #2: Thassilonian Dungeon
    Closed
    When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Pit Trap,

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

    Location #4: Shimmerglens
    Closed
    When Permanently Closed: Characters at this location may choose not to reset their hands.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Garrison
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Oloch/agent_eclipse, Celeste/EmpTyger, None

    Location #6: Catacombs of Wrath
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Desecrated Vault
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    Deck Handler
    Mavaro wrote:

    Hand: Venomous Fighting Fan +1, Cure, The Missing Eye, Shrunken Head, Candle of Spirit Protection, Starknife +2,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Feel free to use signs if they would recharge.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clinging Venom, Mind Thrust, Chronicler, Bird Feather Tokens, Planchette, Cleric of Nethys, Magnifying Glass
    Recharged: Hide Armor of Fire Resistance, Stalking Armor,
    Discard Pile: Sign of the Rider, Sign of the Lantern Bearer,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2
    Knowledge: Intelligence +1
    Wisdom d8 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Any
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Light Armor
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill.
    You may discard (X Or Recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

    Explore 1:
    Hook Mountain Hag
    RotR
    Henchman 3
    Type: Monster
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close this location.

    Divine 8: 1d4 ⇒ 2 Oh dear, failed that one. Recharge The Missing Eye proxy (Bastard Sword +1) to place that card on top. Reveal Impaler of Thorns (Starknife Proxy) for combat.

    Combat 15: 1d8 + 2 + 1 + 1d8 + 2 ⇒ (3) + 2 + 1 + (7) + 2 = 15 Nothing like hitting the nail on the head, eh?

    Having defeated the Hag, Mavaro tries to ward this location against further evil.

    Strength 8: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7 Really? All well, 50/50 still fails half the time.

    His mettle doesn't prove up to the task, perhaps tired from all that hero business.


    STR d6 | DEX d10 (ranged +3) | CON d10 (fortitude +2) | INT d6 | WIS d6 (perception +1 ; survival +1) | CHA 4 Deck Handler

    Turn Order: Ezren/Akaitora, Mavaro/ScorchedOne, Harsk/MauveAvengr, Oloch/Agent Eclipse, Celeste/EmpTyger
    Out of Turn Updates: N/a

    Turn: Turn 23 - Blessing of Desna

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

    SOT: Harsk will examine top card of location deck. Examine Werewolf

    Move: Stay at Fort Rannick

    Explore: Werewolf

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

    Top card of Hour is not Blessing of the Gods. Reveal Demonbane Light Crossbow +1 to do Ranged+1d8+1.

    Combat 13: 1d10 + 5 + 1d8 + 1 ⇒ (4) + 5 + (7) + 1 = 17

    Defeated.

    End Turn: Reset hand.

    Examine top card of location. Examine Door Spike

    Door Spike:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Hook Mountain Hag:

    Recovery: N/a

    [u]Summary[/u]:
    Move: Fort Rannick
    Acquired: N/a
    Banished: Fort Rannick Card 2: Werewolf
    Examined: Fort Rannick Card 3: Door Spike
    Random Card(s) N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Harsk wrote:

    Hand: Demonbane Light Crossbow +1, Sickle +1, Magic Leather Armor, Goblinvine, Wand of Flame, Blessing of Erastil,

    Displayed: Gray Maiden Plate,
    Deck: 5 Discard: 6 Buried: 0
    Current Location: Fort Rannick
    Hero Points: 3
    Reroll: 2-3A not used
    NOTES:
    Available Support: Recharge card to add 1d4 to combat check at distant location
    Blessing
    Bows
    Other: Hi I'm Harsk. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith, Blessing of Gorum, Amulet of Fortitude, Hawkmoon Bow, Starknife +2
    Recharged:
    Discard Pile: Blessing of Gozreh, Blessing of Lamashtu, Saber-Toothed Tiger, Returning Throwing Axe +1, Brodert Quink, Blessing of Milani,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
    At the (☑ start or) end of your turn, you may examine the top card of your location deck.
    You may recharge a card to add 1d4 (☐+1) to a combat check by a character at another location.


    Box Runner

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet || 2-3C PROXY LOOKUP

    During This Scenario: • Before setting up, record the contents of each character’s deck.
    • Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
    • When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
    • To win the scenario, close all of the locations.
    • At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.

    Villain: None
    Henchmen: Hook Mountain Hags

    Scenario Level (#): 3

    Turn: 24, Oloch/agent_eclipse

    Random Cards:

    Monsters
    Spoiler:
    Bunyip
    RotR
    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.

    Spoiler:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

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

    Spoiler:
    Siren
    RotR
    Monster C
    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.

    Spoiler:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

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

    Spoiler:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Spoiler:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

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

    Spoiler:
    Mystic Inscription
    RotR
    Barrier C
    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.

    Weapons
    Spoiler:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    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 1d4 with the Fire trait.

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

    Spoiler:
    Proxy Weapon 6
    None
    Weapon P
    Traits:
    To Acquire:
    Proxy 6
    This is a proxy for a weapon.

    Spoiler:
    Sickle +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.

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

    Spells
    Spoiler:
    Glibness
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

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

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

    Spoiler:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Magic Half-Plate
    RotR
    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.

    Spoiler:
    Proxy Armor 1
    None
    Armor P
    Traits:
    To Acquire:
    Proxy 1
    This is a proxy for an armor

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

    Items
    Spoiler:
    Headband of Alluring Charisma
    RotR
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma 5
    Reveal this card to add 1 to your Charisma ckeck.
    You may play another item on this check.

    Spoiler:
    Proxy Item 10
    None
    Item P
    Traits:
    To Acquire:
    Proxy 10
    This is a proxy for an item.

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

    Spoiler:
    Cape of Escape
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

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

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

    Spoiler:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

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

    Spoiler:
    Acolyte
    RotR
    Ally C
    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.

    Spoiler:
    Father Zantus
    RotR
    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.

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

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

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

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

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

    Current Hour:

    Proxy Blessing 11:
    Proxy Blessing 11
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 11
    This is a proxy for a blessing.

    Hours Remaining: 6

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 1 Celeste/EmpTyger
    Proxy Blessing 12
    None
    Blessing P
    Traits:
    To Acquire:
    Proxy 12
    This is a proxy for a blessing.
    Hourglass Card 2 Ezren/Akaitora:
    Spoiler:
    Hourglass Card 2 Ezren/Akaitora
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Mavaro/ScorchedOne:
    Spoiler:
    Hourglass Card 3 Mavaro/ScorchedOne
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Harsk/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Harsk/MauveAvengr
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Oloch/agent_eclipse:
    Spoiler:
    Hourglass Card 5 Oloch/agent_eclipse
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Celeste/EmpTyger:
    Spoiler:
    Hourglass Card 6 Celeste/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Akaitora, Mavaro/ScorchedOne, Harsk/MauveAvengr, None

    Fort Rannick Card 1 (Door Spike):
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Location #2: Thassilonian Dungeon
    Closed
    When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Pit Trap,

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

    Location #4: Shimmerglens
    Closed
    When Permanently Closed: Characters at this location may choose not to reset their hands.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Garrison
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Oloch/agent_eclipse, Celeste/EmpTyger, None

    Location #6: Catacombs of Wrath
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Desecrated Vault
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Grand Lodge

    Deck Handler

    Off-Turn: Move Cure to Recovery to Heal: 1d4 + 1 ⇒ (1) + 1 = 2 cards. Prayer and Blessing of Abadar.
    Divine 8 (Cure Recovery): 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5 Discarded.

    Start of Turn: Reset Hand.

    Oloch wrote:

    Hand: Incendiary Cloud (P), Magic Shield (P), Shock Glaive, Prayer (P),

    Displayed:
    Deck: 9 Discard: 8 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Blessings are available for use.
    Power: Discard a card and I can fight your monster (Same Location).
    Power: I can discard a Blessing or Spell to add 1d4/Magic to Combat (Same Location).
    Divine Fortune: Display: Local Checks get +1d6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dazzle (P), Blessing of Thoth (P), Blessing of Abadar, The Missing Eye (P), Throwing Axe (P)
    Recharged: Cure, Helm of the Valkyrie, Abadar's Law (P), Acidic Greatsword +1,
    Discard Pile: Blessing of Sarenrae (P), Javelin of Lightning (P), Magic Studded Leather Armor (P), Clairvoyance (P), Blessing of Sarenrae, Blessing of Gorum (P), Longbow, Cure (P),
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Heavy Armor, Weapons, Divine
    POWERS:
    When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
    When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] you may reset your hand at the start of your turn.)
    [X] You may recharge a blessing or a spell ([ ] or reveal an armor) to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.
    [ ] After you banish, bury, discard, or recharge an armor for its power, a character at your location may shuffle a random card from his discard pile into his deck ([ ] and another such character may do so).
    [X] When you would discard a weapon for its power, you may reveal a card that has the Divine trait to recharge the weapon instead of discarding it. ([ ] Then you may shuffle your deck.)

    Move to Fort Rannick and Explore Card 1: Door Spike.
    Discard Harsk's Blessing of Erastil to Bless, Display Prayer and Incendiary Cloud to add +2.
    Wisdom 12: 1d8 + 1 + 1d8 + 2 ⇒ (5) + 1 + (5) + 2 = 13 Defeated.

    Closing.
    Discard Celeste's Blessing of Gozreh to double Bless.
    Strength 8: 1d10 + 1 + 2d10 ⇒ (6) + 1 + (5, 7) = 19 Closed.


    Box Runner

    Development:
    That was quite the elaborate prank those creatures played on
    you! You tracked them into a tunnel system off the main
    cavern, where you found the rest of your things. From the looks
    of this place and their remains, you think they were jinkins.
    If that’s true, you’re lucky you escaped with your life and your
    goods.

    Still, the gall of them, thinking they could mess with you! You
    showed them a thing or two, unleashing your fury on them and
    pounding them into dust. Too bad there were only a few of the
    creatures. Now that you have your equipment back, it’s time to
    show more evildoers your ferocity and valor. Bring it on!

    Reward:
    The party gets the reward pile. Adventure Card Guild characters may choose a bonus deck upgrade.
    You get a hero point

    Deck upgrades:
    Black Arrow Ranger (Ally 3)
    Yap the Pixie (Ally 3)
    Brodert Quink (Ally 2)

    Hide Armor of Fire Resistance (Armor 2)
    Shield of Fire Resistance (Armor 1)
    Magic Half-Plate (Armor C)

    Blessing of Pharasma (Blessing B)

    Web (Spell 2)

    Venomous Dagger +2 (Weapon 3)
    Longbow (Weapon C)


    Box Runner

    2-3D: A FUNGUS AMONG US
    As you traverse the tunnels of Hollow Mountain back to the main cavern, you look closely at the fungal organism lining the walls. It’s green, with blood-red flecks suspended in finger-like appendages. The flecks seem to pulse as if they’re alive.

    Continuing on your way, you reflect on your journey through the mountain. So far, it hasn’t been very profitable. While you aren’t in it for the money, you still need to pay for your kit and have a bit left over for entertainment. Perhaps the fungus might be worth something—some herbal remedy long forgotten. Maybe you can extract some nectar from the phalanges, like a succulent cactus. You have some jars in your pack for just such an occasion.

    With a quick flick of your knife, a polyp falls into one container. You reach out to squeeze the thing, aiming to catch the dripping liquid in another vial. As you touch the fungus, you realize you’ve made a grievous mistake. A burning sensation enflames the tips of your fingers. The pulsing of the fungus grows stronger as the walls reach out to pull you in. Seems taking a sample pissed it off, and now it’s out for revenge!

    Villain: Fungal Savage:

    Villain
    Type: Monster
    Traits: Plant Poison
    To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
    Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
    After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.
    Henchmen: Poison Traps:

    RotR Henchman B
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage. If defeated, you may immediately attempt to close your location.

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet

    During This Scenario: • Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number. 1d6+3

    Villain: Fungal Savage
    Henchmen: Poison Traps

    Scenario Level (#): 3

    Turn: 0, Oloch/agent_eclipse

    Random Cards:

    Monsters
    Spoiler:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Spoiler:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Spoiler:
    Ghoul
    RotR
    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.

    Spoiler:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

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

    Barriers
    Spoiler:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

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

    Spoiler:
    Mystic Inscription
    RotR
    Barrier C
    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.

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

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

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

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

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

    Spoiler:
    Frost Longbow +1
    RotR
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

    Spoiler:
    Scimitar
    RotR
    Weapon B
    Traits:
    Elite
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spoiler:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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

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


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

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

    Spoiler:
    Magic Half-Plate
    RotR
    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.

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

    Spoiler:
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Items
    Spoiler:
    Headband of Alluring Charisma
    RotR
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma 5
    Reveal this card to add 1 to your Charisma ckeck.
    You may play another item on this check.

    Spoiler:
    Wand of Force Missile
    RotR
    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.

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

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

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

    Allies
    Spoiler:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.

    Spoiler:
    Black Arrow Ranger
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Spoiler:
    Soldier
    RotR
    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.

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

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

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

    Location #1: Dam
    At This Location: You may not move or be moved from this location unless another character is present.
    When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Shrine to Lamashtu
    At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
    When Closing: Succeed at a Divine 6 check or banish a blessing.
    When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None

    Location #6: Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #7: Shimmerglens
    At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: None

    Grand Lodge

    Deck Handler

    Starting Location: Nettlemaze.

    Oloch wrote:

    Hand: Impaler of Thorns, Prayer, Blessing of Abadar, Cure,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Blessings are available for use.
    Power: Discard a card and I can fight your monster (Same Location).
    Power: I can discard a Blessing or Spell to add 1d4/Magic to Combat (Same Location).
    Divine Fortune: Display: Local Checks get +1d6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dwarven Longhammer +1, Blessing of Kols, Divine Fortune (WP), Blessing of Gorum, The Empty Throne, Divine Fortune (D), Gray Maiden Plate, Abadar's Law, Commune, Helm of the Valkyrie, Sacred Candle, Shock Glaive, Acidic Greatsword +1, Blessing of Sarenrae
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Heavy Armor, Weapons, Divine
    POWERS:
    When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
    When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] you may reset your hand at the start of your turn.)
    [X] You may recharge a blessing or a spell ([ ] or reveal an armor) to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.
    [ ] After you banish, bury, discard, or recharge an armor for its power, a character at your location may shuffle a random card from his discard pile into his deck ([ ] and another such character may do so).
    [X] When you would discard a weapon for its power, you may reveal a card that has the Divine trait to recharge the weapon instead of discarding it. ([ ] Then you may shuffle your deck.)

    Dark Archive

    ✿ Deck Handler ✿ Upgrade preferences: Spell 1>Item 1>>Ally

    Struggling to break free from their fungal attacker, Ezren follows Oloch who is having a decidedly easier time dealing with the grasping polyps.

    "Oloch! Wait up, son!

    Ezren starts at the Nettlemaze as well.

    Ezren wrote:

    Hand: Grounded Leather, Shy Ratani, Twitch Tonic, Hrym, Rodrick, Bloodbound Hat, Augury,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Nettle Maze
    Hero Points: 0
    NOTES:
    Available Support: Feel free to recharge one of my cards to add 1d4 to a local check against a card with the Magic trait.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Full Pouch, Locate Object, Zellara's Harrow Deck, Alaeron, Potion of Healing, Fire Bolt, Harrowstrike, Clairvoyance, Force Missile (Core), Gem of Mental Acuity, Swipe
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Arcane: Intelligence +2
    Craft: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    ☐Alchemical | Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) (☐or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    ☑On your non-intelligence check, you may discard a spell to add your intelligence
    ☐When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card


    Female Naga Sorcerer/Astrologer Deck Handler

    Role: Astrologer
    Hero Point: Power Feat: When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing to recharge the blessing instead of discarding it.
    (Forfeiting upgrades)
    Replacing Loot Sihedron Medallion with Sage's Journal. Replacing Red Carriage with Loot Sihedron Medallion
    Starting at Harsk's location

    Celeste frowned at the sickly red light emanating from the fungal growths. "Such a pale substitution for starlight." Her neck quickly twisted towards Harsk, worried she might have offended the ranger. For she had come to respect the vanguard's terrestrial methods as a valuable complement to her own talents. "The moon passes through constellations, while the constellations themselves are constantly in motion, all moving and cycling through each other. Each affecting each other, each being affected in turn." The naga sighed. "The sorcery of the sky holds such beauty." Certainly much more beauty than fungi- and more power.

    Celeste wrote:

    Hand: Life Drain, Sage's Journal, Scorching Ray, Force Missile, Dazzle, Blessing of Pharasma (discard to bless/double bless if spell is cast), Appleslayer,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    Ask before using: Blessing of Pharasma
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing

    Skills and Powers:

    Skills:
    Strength d4 [] +1
    Dexterity d8 [] +1 [] +2 [] +3
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    -- Survival: Intelligence +3
    Wisdom d6 [] +1
    Charisma d10 [X] +1 [X] +2 [] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficient with: Arcane
    Hand Size 6 [X] 7 [] 8

    You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
    You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
    At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
    [] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order.
    [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
    [X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.

    Hero Points: 5


    STR d6 | DEX d10 (ranged +3) | CON d10 (fortitude +2) | INT d6 | WIS d6 (perception +1 ; survival +1) | CHA 4 Deck Handler

    Harsk will start at the Wooden Bridge w/ Celeste.

    Harsk looks up at the constellations with Celeste. "I'm sorry, but I've never really looked at the stars this closely before. There is a beauty in them for sure.". He sits back and looks up closely. "Tell me more about these constellations."

    Harsk wrote:

    Hand: Hawkmoon Bow, Cure, Archer's Bracers, Emerald of Dexterity, Blessing of Erastil, Blessing of Lamashtu,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Wooden Bridge
    Hero Points: 3
    Reroll: 2-3A not used
    NOTES:
    Available Support: Recharge card to add 1d4 to combat check at distant location
    Blessing
    Bows
    Cure
    Other: Hi I'm Harsk. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Milani, Blessing of the Green Faith, Javelin of Lightning, Deathbane Light Crossbow +1, Goblinvine, Saber-Toothed Tiger, Arrow Catching Studded Leather, Blessing of Thoth, Returning Throwing Axe +1, Fire Gecko, Demonbane Light Crossbow +1, Blessing of Gozreh
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
    At the (☑ start or) end of your turn, you may examine the top card of your location deck.
    You may recharge a card to add 1d4 (☐+1) to a combat check by a character at another location.
    ☑ When you move during your move step, you may examine the top card of your new location deck (☐ and shuffle it into that deck).
    ☐ When a monster deals damage to you before (☐ or after) you act, reduce that damage to 0.
    ☐ When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck (☐ or put it facedown on the bottom of the deck) instead.
    ☐ You gain the skill Divine: Wisdom +1.


    Deck Handler
    Mavaro wrote:

    Hand: Cure, Starknife +2, Clinging Venom, Sign of the Lantern Bearer, The Missing Eye, Cleric of Nethys,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Feel free to use signs if they would recharge.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sign of the Pack, Chronicler, Magnifying Glass, Candle of Spirit Protection, Venomous Fighting Fan +1, Bird Feather Tokens, Shrunken Head, Sign of the Stranger, Mind Thrust, Stalking Armor, Sign of the Rider
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2
    Knowledge: Intelligence +1
    Wisdom d8 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Any
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons, Light Armor
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill.
    You may discard (X Or Recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

    Mavaro will start at the Shimmerglens.


    Box Runner

    During This Adventure: Summoned Banes || Available Loot || Party Handler Sheet

    During This Scenario: • Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number. 1d6+3

    Villain: Fungal Savage
    Henchmen: Poison Traps

    Scenario Level (#): 3

    Turn: 1, Celeste/EmpTyger

    Random Cards:

    Monsters
    Spoiler:
    Carrionstorm
    RotR
    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.

    Spoiler:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Spoiler:
    Plague Zombie
    RotR
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

    Spoiler:
    Ghoul
    RotR
    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.

    Barriers
    Spoiler:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

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

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

    Spoiler:
    Pit of Malfeshnekor
    RotR
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.

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

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

    Spoiler:
    Scimitar
    RotR
    Weapon C
    Traits:
    Elite
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Scimitar
    RotR
    Weapon B
    Traits:
    Elite
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Glaive
    RotR
    Weapon C
    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.

    Spoiler:
    Short Sword +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spoiler:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Web
    RotR
    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.

    Armors
    Spoiler:
    Magic Chain Mail
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Magic Leather Armor
    RotR
    Armor C
    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.

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

    Spoiler:
    Half-Plate
    RotR
    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.

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

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

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

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

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

    Allies
    Spoiler:
    Black Arrow Ranger
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

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

    Spoiler:
    Shalelu Andosana
    RotR
    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.

    Spoiler:
    Soldier
    RotR
    Ally C
    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.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

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

    Location #1: Dam
    At This Location: You may not move or be moved from this location unless another character is present.
    When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dam Card 1:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Dam Card 2:
    Falling Bell
    RotR
    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.
    Dam Card 3:
    Zombie Giant
    RotR
    Monster C
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.
    Dam Card 4:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
    Dam Card 5:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.
    Dam Card 6:
    Belt of Incredible Dexterity
    RotR
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity 5
    Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
    Dam Card 7:
    Short Sword +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Dam Card 8:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Dam Card 9:
    Elven Chain Shirt
    RotR
    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.
    Dam Card 10:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

    Location #2: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/agent_eclipse, Ezren/Akaitora, None
    Nettlemaze Card 1:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Nettlemaze Card 2:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Nettlemaze Card 3:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Nettlemaze Card 4:
    Longbow
    RotR
    Weapon C
    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.
    Nettlemaze Card 5:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Nettlemaze Card 6:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Nettlemaze Card 7:
    Token of Remembrance
    RotR
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
    Nettlemaze Card 8:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Nettlemaze Card 9:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Nettlemaze Card 10:
    Ghoul
    RotR
    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.

    Location #3: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: Celeste/EmpTyger, Harsk/MauveAvengr, None
    Wooden Bridge Card 1:
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Wooden Bridge Card 2:
    Spectre
    RotR
    Monster C
    Traits:
    Elite
    Incorporeal
    Undead
    To Defeat:
    Combat 11
    OR Wisdom
    Divine 7
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.
    Wooden Bridge Card 3:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Wooden Bridge Card 4:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Wooden Bridge Card 5:
    Half-Plate
    RotR
    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.
    Wooden Bridge Card 6:
    Brodert Quink
    RotR
    Ally 2
    Traits:
    Human
    Sage
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Knowledge 7
    Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
    Discard this card to explore your location.
    Wooden Bridge Card 7:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Wooden Bridge Card 8:
    Ameiko Kaijitsu
    RotR
    Ally 1
    Traits:
    Bard
    Human
    Rogue
    To Acquire:
    Charisma
    Diplomacy 7
    Banish this card to add 1d6 to your check.
    Banish this card to return a card from your discard pile to your hand.
    Wooden Bridge Card 9:
    Traitor
    RotR
    Monster C
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11
    Before the encounter, discard a random ally from your hand.
    Wooden Bridge Card 10:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.

    Location #4: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Warrens Card 1:
    Find Traps
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    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.
    Warrens Card 2:
    Battered Chest
    RotR
    Barrier C
    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.
    Warrens Card 3:
    Bastard Sword
    RotR
    Weapon B
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Warrens Card 4:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Warrens Card 5:
    Ven Vinder
    RotR
    Ally 1
    Traits:
    Human
    Shopkeeper
    To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.
    Warrens Card 6:
    Fungal Savage
    None
    Villain 3
    Type: Monster
    Traits:
    Plant
    Poison
    To Defeat:
    Constitution
    Fortitude
    Wisdom 7
    THEN Combat 17
    Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
    After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.
    Warrens Card 7:
    Hill Giant
    RotR
    Monster B
    Traits:
    Giant
    To Defeat:
    Combat 15
    Damage dealt by the Hill Giant is dealt to each character at this location.
    Warrens Card 8:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    Warrens Card 9:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
    Warrens Card 10:
    Longsword +2
    RotR
    Weapon 3
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Location #5: Shrine to Lamashtu
    At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
    When Closing: Succeed at a Divine 6 check or banish a blessing.
    When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine to Lamashtu Card 1:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Shrine to Lamashtu Card 2:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
    Shrine to Lamashtu Card 3:
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Shrine to Lamashtu Card 4:
    Skeleton Horde
    RotR
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
    Shrine to Lamashtu Card 5:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Shrine to Lamashtu Card 6:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Shrine to Lamashtu Card 7:
    Swipe
    RotR
    Spell 3
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
    Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Shrine to Lamashtu Card 8:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Shrine to Lamashtu Card 9:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
    Shrine to Lamashtu Card 10:
    Blessing of Pharasma
    RotR
    Blessing C
    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.

    Location #6: Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Deeper Dungeons Card 1:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
    Deeper Dungeons Card 2:
    Ranger Stash
    RotR
    Barrier 3
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 12
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.
    Deeper Dungeons Card 3:
    Zombie Giant
    RotR
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.
    Deeper Dungeons Card 4:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Deeper Dungeons Card 5:
    Mystic Inscription
    RotR
    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.
    Deeper Dungeons Card 6:
    Starknife
    RotR
    Weapon B
    Traits:
    Elite
    Finesse
    Knife
    Melee
    Piercing
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    Deeper Dungeons Card 7:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Deeper Dungeons Card 8:
    Ghoul
    RotR
    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.
    Deeper Dungeons Card 9:
    Frost Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Deeper Dungeons Card 10:
    Siren
    RotR
    Monster C
    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.

    Location #7: Shimmerglens
    At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/ScorchedOne, None
    Shimmerglens Card 1:
    Holy Light
    RotR
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Shimmerglens Card 2:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    Shimmerglens Card 3:
    Snake
    RotR
    Ally C
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to add 1d10 to your Stealth check.
    Discard this card to add 1d4 to your Melee combat check.
    Shimmerglens Card 4:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Shimmerglens Card 5:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Shimmerglens Card 6:
    Spectre
    RotR
    Monster B
    Traits:
    Elite
    Incorporeal
    Undead
    To Defeat:
    Combat 11
    OR Wisdom
    Divine 7
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.
    Shimmerglens Card 7:
    Acolyte
    RotR
    Ally C
    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.
    Shimmerglens Card 8:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Shimmerglens Card 9:
    Grazuul
    RotR
    Monster 3
    Traits:
    Aquatic
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 16
    Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
    Shimmerglens Card 10:
    Poison Trap
    RotR
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

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