[PACS] Season of the Runelords by redeux

Game Master redeux

Adventure Deck Number = 4


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Box Runner

ezren and mavaro can still post starting locations

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

During This Scenario: • The difficulty of checks to acquire is increased by 2.

Villain: Mokmurian
Henchmen: Stone Golems

Scenario Level (#): 4

Turn: 1, Harsk/MauveAvengr

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

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

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

Spoiler:
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.

Weapons
Spoiler:
Warhammer
RotR
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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:
Greatclub +3
RotR
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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:
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:
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:
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:
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.

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

Spoiler:
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.

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

Spoiler:
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.

Items
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.

Spoiler:
Greater Luckstone
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 5
Discard this card to add 2 to your check.
If you would fail a check by 2, 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 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:
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:
Magic Spyglass
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Allies
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:
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:
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:
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:
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 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 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 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 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.

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 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 1 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 2 Celeste/EmpTyger:
Spoiler:
Hourglass Card 2 Celeste/EmpTyger
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 Ezren/Akaitora:
Spoiler:
Hourglass Card 3 Ezren/Akaitora
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.
Hourglass Card 4 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 4 Mavaro/ScorchedOne
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 5 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 5 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 6 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 6 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 7 Celeste/EmpTyger:
Spoiler:
Hourglass Card 7 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 8 Ezren/Akaitora:
Spoiler:
Hourglass Card 8 Ezren/Akaitora
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 9 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 9 Mavaro/ScorchedOne
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 10 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 10 Harsk/MauveAvengr
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 11 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 11 Oloch/agent_eclipse
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 12 Celeste/EmpTyger:
Spoiler:
Hourglass Card 12 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 13 Ezren/Akaitora:
Spoiler:
Hourglass Card 13 Ezren/Akaitora
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 14 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 14 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 15 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 15 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 16 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 16 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 17 Celeste/EmpTyger:
Spoiler:
Hourglass Card 17 Celeste/EmpTyger
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 Ezren/Akaitora:
Spoiler:
Hourglass Card 18 Ezren/Akaitora
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 19 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 19 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 20 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 20 Harsk/MauveAvengr
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 21 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 21 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 22 Celeste/EmpTyger:
Spoiler:
Hourglass Card 22 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 23 Ezren/Akaitora:
Spoiler:
Hourglass Card 23 Ezren/Akaitora
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 24 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 24 Mavaro/ScorchedOne
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 25 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 25 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 26 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 26 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 27 Celeste/EmpTyger:
Spoiler:
Hourglass Card 27 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 28 Ezren/Akaitora:
Spoiler:
Hourglass Card 28 Ezren/Akaitora
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 29 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 29 Mavaro/ScorchedOne
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.

Location #1: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Ezren/Akaitora, Mavaro/ScorchedOne, None

Apothecary Card 1:
Poison Blast
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Apothecary Card 2:
Restoration
RotR
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Apothecary Card 3:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Apothecary 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.
Apothecary Card 5:
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.
Apothecary Card 6:
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.
Apothecary Card 7:
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.
Apothecary Card 8:
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.
Apothecary Card 9:
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.
Apothecary Card 10:
Scrying
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Location #2: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Oloch/agent_eclipse, None
Giant Lair Card 1:
Token of Remembrance
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Giant Lair Card 2:
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.
Giant Lair Card 3:
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.
Giant Lair Card 4:
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.
Giant Lair Card 5:
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.
Giant Lair Card 6:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Giant Lair Card 7:
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.
Giant Lair Card 8:
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.
Giant Lair 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.
Giant Lair Card 10:
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.

Location #3: 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:
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.
Warrens Card 2:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrens Card 3:
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.
Warrens Card 4:
Augury
RotR
Spell C
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.
Warrens Card 5:
Clockwork Librarian
RotR
Ally 4
Traits:
Automaton
To Acquire:
Intelligence
Knowledge 11
Recharge this card to add 2d8 to your Intelligence or Knowledge check.
Recharge this card to succeed at your check to acquire a spell.
Warrens Card 6:
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.
Warrens Card 7:
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.
Warrens Card 8:
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.
Warrens 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.
Warrens Card 10:
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.

Location #4: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/MauveAvengr, None
Courtyard Card 1:
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.
Courtyard Card 2:
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.
Courtyard Card 3:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Courtyard Card 4:
Runechill Hatchet +2
RotR
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Courtyard 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.
Courtyard 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.
Courtyard Card 7:
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.
Courtyard Card 8:
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.
Courtyard Card 9:
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.
Courtyard Card 10:
Longbow
RotR
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Location #5: 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:
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.
Thassilonian Dungeon Card 2:
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.
Thassilonian Dungeon Card 3:
Mokmurian
RotR
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Thassilonian Dungeon Card 4:
Large Chest
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Thassilonian Dungeon Card 5:
Shortspear +3
RotR
Weapon 4
Traits:
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Thassilonian Dungeon Card 6:
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.
Thassilonian Dungeon Card 7:
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.
Thassilonian Dungeon Card 8:
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.
Thassilonian Dungeon Card 9:
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.
Thassilonian Dungeon Card 10:
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.

Location #6: Prison
At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Prison Card 1:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Prison Card 2:
Charmed Red Dragon
RotR
Ally 4
Traits:
Dragon
To Acquire:
Charisma
Diplomacy
Arcane
Divine 12
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.
Prison Card 3:
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.
Prison Card 4:
Reduction Field
RotR
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
Prison Card 5:
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.
Prison Card 6:
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.
Prison Card 7:
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.
Prison Card 8:
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.
Prison Card 9:
Reflecting Shield
RotR
Armor 4
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 7
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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.
Prison Card 10:
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.

Location #7: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Thassilonian Library Card 1:
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.
Thassilonian Library Card 2:
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.
Thassilonian Library Card 3:
Mass Cure
RotR
Spell 4
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Thassilonian Library Card 4:
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.
Thassilonian Library Card 5:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Thassilonian Library Card 6:
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.
Thassilonian Library Card 7:
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 Library Card 8:
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.
Thassilonian Library Card 9:
Mirror Image
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Thassilonian Library Card 10:
Conna the Wise
RotR
Ally 4
Traits:
Giant
Sorcerer
To Acquire:
Charisma
Diplomacy 9
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.


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

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

Turn: Turn 1 - 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 Magic Leather Armor

Move: Move to Courtyard

Explore: Magic Leather Armor

Magic Leather Armor:
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.

Fortitude 2+2=4: 1d10 + 2 ⇒ (10) + 2 = 12

Acquired. Discard Blessing of the Green Faith to explore again.

Explore 2: Headband of Alluring Charisma

Headband of Alluring Charisma:
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.

Charisma 5+2=7: 1d4 ⇒ 4

Not acquired. Discard Giant Badger to explore again.

Explore 3: Stone Golem

Stone Golem:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.

Must make BYA check from location.

Dexterity 8: 1d10 + 2 ⇒ (10) + 2 = 12

BYA Divine 13: 1d4 ⇒ 2

No BYA damage. For combat, reveal Returning Throwing Axe +1 to do Ranged+1d8+1. Discard Blessing of Thoth to bless check.

Combat 20: 2d10 + 5 + 1d8 + 1 ⇒ (3, 7) + 5 + (8) + 1 = 24

AYA Combat damage: 1d4 ⇒ 1

Defeated! Discard Magic Leather Armor as 1 Combat damage

Can now attempt to close location. Discard Blessing of Gozreh to bless twice.

Dexterity 10: 3d10 + 2 ⇒ (1, 7, 4) + 2 = 14

Location is closed!

End Turn: Reset hand.

Examine top card of location. Location is closed.

[u]Summary[/u]:
Move: Courtyard
Acquired: Courtyard Card 1: Magic Leather Armor
Banished: Courtyard Card 2,3: Headband of Alluring Charisma, Stone Golem
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, Deathbane Light Crossbow +1, Cure, Goblinvine, Saber-Toothed Tiger, Blessing of Lamashtu,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Current Location: Courtyard
Hero Points: 4
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 Milani, Arrow Catching Studded Leather, Javelin of Lightning, Archer's Bracers, Emerald of Dexterity, Demonbane Light Crossbow +1, Blessing of Erastil
Recharged:
Discard Pile: Blessing of the Green Faith, Giant Badger, Blessing of Thoth, Blessing of Gozreh, Magic Leather Armor,
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.

Dark Archive

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

Hand: Grounded Studded Leather, Clairvoyance, Rodrick, Full Pouch, Augury, Hrym, Vreva Jhafae,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Apothecary
Hero Points: 1
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): Force Missile (Core), Bloodbound Hat, Zellara's Harrow Deck, Twitch Tonic, Shy Ratani, Locate Object, Harrowstrike, Fire Bolt, Swipe, Potion of Healing, Gem of Mental Acuity
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


Deck Handler
Mavaro wrote:

Hand: Venomous Fighting Fan +1, The Missing Eye, Starknife +2, Magnifying Glass, Cure, Chronicler,

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): Planchette, Mind Thrust, Sign of the Stranger, Sign of the Lantern Bearer, Sign of the Rider, Cleric of Nethys, Candle of Spirit Protection, Sign of the Pack, Stalking Armor, Clinging Venom, Shrunken Head
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.
X When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.

Start Thassilonian Library.

Grand Lodge

Deck Handler

Display Gray Maiden Plate.

Explore Giant Lair Card 1: Token of Remembrance.
Divine5+2: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9 Acquired.

Discard Blessing of Gorum to Explore Card 2: Blessing of The Gods.

Discard Blessing of The Gods to Explore Card 3: Bugbear.
Reveal Shock Glaive.
Combat 10: 1d10 + 2 + 2 + 1d10 + 1d4 ⇒ (9) + 2 + 2 + (10) + (3) = 26 Defeated.

Oloch wrote:

Hand: Shock Glaive, The Empty Throne, Cure, Token of Remembrance,

Displayed: Gray Maiden Plate,
Deck: 13 Discard: 1 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
Longbow: Recharge to add 1d6 to combat (Another Location).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Fortune (WP), Sacred Candle, Acidic Greatsword +1, Abadar's Law, Commune, Blessing of Kols, Divine Fortune (D), Impaler of Thorns, Helm of the Valkyrie, Prayer, Blessing of Sarenrae, Dwarven Longhammer +1, Blessing of Abadar
Recharged:
Discard Pile: Blessing of Gorum,
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 2: Gozreh o’clock
Recharging Fiery Glare to examine Warrens 1: Staff of Minor Healing

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.

Banishing Augury to recovery for spells to examine Thassilonian Dungeon 1: Major Cure, Thassilonian Dungeon 2: Belt of Incredible Dexterity, Thassilonian Dungeon 3: Mokmurian
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.

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.

Mokmurian:
RotR
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.

Augury: Shuffling Belt of Incredible Dexterity, Mokmurian back into Thassilonian Dungeon. Reloading Major Cure into Thassilonian Dungeon.
Thassilonian Dungeon: Drawing Blessing of Pharasma

Moving to Prison.
Exploring Prison 1: Stone Golem

Stone Golem:
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.

Recharging Blessing of Pharasma by recharging Blessing of the Starsong, recharging Vreva Jhafae
Arcane 13: 2d10 + 4 + 1d6 ⇒ (4, 10) + 4 + (4) = 22
Banishing Scorching Ray to recovery, recharging Blessing of the Elements. Harsk fires an arrow
Combat 20: 2d10 + 4 + 2d6 + 1d4 ⇒ (1, 5) + 4 + (4, 2) + (4) = 20
Combat damage: 1d4 ⇒ 3
Discarding Life Drain for 1 Combat damage. (No cards left in hand.) Stone Golem is banished.
Closing Prison: Harsk discards Blessing of Lamashtu
CHA 6: 2d10 + 2 ⇒ (9, 4) + 2 = 15
Prison is closed

Ending turn.
Recovery: Augury, Scorching Ray are recharged.
Resetting hand

Today’s Horoscope: When the moon is in Gozreh, conduct magical research, but do not act on it just yet. All sorcery is possible under the conjunction of Pharasma and Desna, with an arrow connecting a waxing fire sign to a waning earth sign. Enter where you are trapped while Lamashtu is in transit to break free.

Healers in warrens will be envious of superior Thassilonian powers.
A villainous giant will run swiftly through the dungeons.

Celeste wrote:

Hand: Shy Ratani, Blessing of Gozreh (discard to bless/double bless if closing or guarding check), Wand of Flame, Sihedron Medallion, Acadamae Scholar, Force Missile, Aqueous Orb,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes:
Ask before using: Blessing of Gozreh
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 4

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: 6

Summary:
Prison 1 is banished.
Prison is closed.
Warrens 1 is known (Staff of Minor Healing).
Thassilonian Dungeon is shuffled with Thassilonian Dungeon 1 (Major Cure) known on top. (contains Belt of Incredible Dexterity, Villain)
Harsk discards Blessing of Lamashtu and recharges a card.
Celeste is at Prison.

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: Shy Ratani. Not a spell.

Ezren will move to The Warrens.

Ezren will explore to encounter Warrens Card 1: Staff of Minor Healing. He will recharge Full Pouch to add +1d4 and Vreva Jafae to add 1d6 to his non-combat check against a magic card.

CtA Wisdom 7+2 = 9: 1d8 + 1d4 + 1d6 ⇒ (3) + (2) + (6) = 11

Acquired!

Ezren will now display his Grounded Leather Armor, then cast Augury looking for monsters to examine Warrens Card 2: Stone Golem, Card 3: Throwing Axe, and Card 4: Augury. Card 2 is left on top, the rest of the location is shuffled.

Ezren would have trouble defeating the monster this turn, so he will hold, ending his turn and resetting his hand.

Augury Recharge Check, Arcane 8: 1d12 + 5 ⇒ (7) + 5 = 12

Ezren wrote:

Hand: Bloodbound Hat, Clairvoyance, Rodrick, Staff of Minor Healing, Shy Ratani, Hrym,

Displayed: Grounded Studded Leather,
Deck: 12 Discard: 0 Buried: 0
Current Location: Warrens
Hero Points: 1
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): Harrowstrike, Potion of Healing, Force Missile (Core), Locate Object, Gem of Mental Acuity, Fire Bolt, Twitch Tonic, Swipe, Zellara's Harrow Deck
Recharged: Full Pouch, Vreva Jhafae, Augury,
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


Box Runner

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

During This Scenario: • The difficulty of checks to acquire is increased by 2.

Villain: Mokmurian
Henchmen: Stone Golems

Scenario Level (#): 4

Turn: 5, Mavaro/ScorchedOne

Random Cards:

Monsters
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.

Spoiler:
Werewolf
RotR
Monster C
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:
Redcap
RotR
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12
If undefeated, shuffle the Redcap into a random open location deck.

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

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.

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:
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:
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.

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:
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.

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:
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:
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.

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:
Greatclub +3
RotR
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spoiler:
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.

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

Spoiler:
Poison Blast
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

Spoiler:
Magic 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.

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

Spoiler:
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:
Masterwork Tools
RotR
Item B
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Spoiler:
Greater Luckstone
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 5
Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

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

Spoiler:
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:
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.

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

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

Spoiler:
Blessing of 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.

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

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 1 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 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 B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 5 Mavaro/ScorchedOne
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 6 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 6 Harsk/MauveAvengr
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 7 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 7 Oloch/agent_eclipse
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 8 Celeste/EmpTyger:
Spoiler:
Hourglass Card 8 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 9 Ezren/Akaitora:
Spoiler:
Hourglass Card 9 Ezren/Akaitora
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 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 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 Celeste/EmpTyger:
Spoiler:
Hourglass Card 13 Celeste/EmpTyger
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 Ezren/Akaitora:
Spoiler:
Hourglass Card 14 Ezren/Akaitora
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 15 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 15 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 16 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 16 Harsk/MauveAvengr
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 17 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 17 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 18 Celeste/EmpTyger:
Spoiler:
Hourglass Card 18 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 19 Ezren/Akaitora:
Spoiler:
Hourglass Card 19 Ezren/Akaitora
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 20 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 20 Mavaro/ScorchedOne
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 21 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 21 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 22 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 22 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 23 Celeste/EmpTyger:
Spoiler:
Hourglass Card 23 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 24 Ezren/Akaitora:
Spoiler:
Hourglass Card 24 Ezren/Akaitora
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 25 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 25 Mavaro/ScorchedOne
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.

Location #1: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Apothecary Card 1:
Poison Blast
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Apothecary Card 2:
Restoration
RotR
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Apothecary Card 3:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Apothecary 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.
Apothecary Card 5:
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.
Apothecary Card 6:
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.
Apothecary Card 7:
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.
Apothecary Card 8:
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.
Apothecary Card 9:
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.
Apothecary Card 10:
Scrying
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Location #2: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/agent_eclipse, None
Giant Lair 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.
Giant Lair Card 2:
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.
Giant Lair Card 3:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Giant Lair Card 4:
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.
Giant Lair Card 5:
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.
Giant Lair Card 6:
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.
Giant Lair Card 7:
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.

Location #3: 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: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Akaitora, None
Warrens Card 1 (Stone Golem):
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrens Card 2:
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.
Warrens Card 3:
Clockwork Librarian
RotR
Ally 4
Traits:
Automaton
To Acquire:
Intelligence
Knowledge 11
Recharge this card to add 2d8 to your Intelligence or Knowledge check.
Recharge this card to succeed at your check to acquire a spell.
Warrens 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.
Warrens Card 5:
Augury
RotR
Spell C
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.
Warrens Card 6:
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.
Warrens Card 7:
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.
Warrens Card 8:
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.
Warrens Card 9:
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.

Location #4: Courtyard
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 #5: 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: Villain

Thassilonian Dungeon Card 1 (Major Cure):
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.
Thassilonian Dungeon Card 2:
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.
Thassilonian Dungeon Card 3:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Thassilonian Dungeon Card 4:
Mokmurian
RotR
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Thassilonian Dungeon Card 5:
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.
Thassilonian Dungeon Card 6:
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.
Thassilonian Dungeon Card 7:
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.
Thassilonian Dungeon Card 8:
Shortspear +3
RotR
Weapon 4
Traits:
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Thassilonian Dungeon Card 9:
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.
Thassilonian Dungeon Card 10:
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.

Location #6: Prison
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/EmpTyger, None

Location #7: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Mavaro/ScorchedOne, None

Thassilonian Library Card 1:
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.
Thassilonian Library Card 2:
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.
Thassilonian Library Card 3:
Mass Cure
RotR
Spell 4
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Thassilonian Library Card 4:
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.
Thassilonian Library Card 5:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Thassilonian Library Card 6:
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.
Thassilonian Library Card 7:
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 Library Card 8:
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.
Thassilonian Library Card 9:
Mirror Image
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Thassilonian Library Card 10:
Conna the Wise
RotR
Ally 4
Traits:
Giant
Sorcerer
To Acquire:
Charisma
Diplomacy 9
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.


Deck Handler
Mavaro wrote:

Hand: Venomous Fighting Fan +1, The Missing Eye, Starknife +2, Magnifying Glass, Cure, Chronicler,

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 Rider, Sign of the Lantern Bearer, Sign of the Stranger, Shrunken Head, Planchette, Stalking Armor, Cleric of Nethys, Sign of the Pack, Clinging Venom, Mind Thrust, Candle of Spirit Protection
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.
X When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.

Mavaro begins exploring a Library, because surely nothing bad ever happened in a Library.

Explore 1:
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.

Recharge Venomous Fighting Fan to put Sign of the Stranger on top of deck, gaining Dexterity. Recharge Chronicler to add 1d6.

Dexterity 12: 1d8 + 2 + 1 + 1d6 ⇒ (7) + 2 + 1 + (6) = 16

Random Weapons: 1d4 + 1 ⇒ (4) + 1 = 5

I'll add the Frost Longbow +1 from Random Weapons to my hand, and I need 4 more ranged weapons before I can reset. I will just be resetting my hand and ending turn, after discarding several ranged weapons.


Box Runner

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.
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.
Giantbane Dagger +1:

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

RotR Weapon C
Traits: Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait. If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.


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

Turn Order: Harsk/MauveAvengr, Oloch/Agent Eclipse, Celeste/EmpTyger, Ezren/Akaitora, Mavaro/ScorchedOne
Out of Turn Updates: Discard Blessing of Lamashtu for Celeste and recharge Goblinvine for power.

Turn: Turn 6 - 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 empty

Move: Move to Warrens

Explore: Stone Golem

Stone Golem:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.

Due to location power, must place a random monster on top of another location.

Random Location: 1d4 ⇒ 1

Reload random monster to Apothecary.

BYA Divine 13: 1d4 ⇒ 1

For combat, recharge Returning Throwing Axe +1 to do Ranged+1d8+1+1d6. Recharge Saber-Toothed Tiger to add 1d6.

Combat 20: 1d10 + 5 + 1d8 + 1 + 1d6 + 1d6 ⇒ (5) + 5 + (1) + 1 + (3) + (3) = 18 Use Paizo reroll on the 1d8.

Combat 20 w/ Paizo reroll: 5 + 5 + 1d8 + 1 + 3 + 3 ⇒ 5 + 5 + (8) + 1 + 3 + 3 = 25

Defeated. Does Combat damage to each local character.

Harsk Combat damage: 1d4 ⇒ 3
Ezren Combat damage: 1d4 ⇒ 1

Ezren takes 1 Combat damage. Harsk takes 3. Discard Deathbane Light Crossbow +1 and Cure. Hand is now empty.
May now attempt to close.

Dexterity 6: 1d10 + 2 ⇒ (8) + 2 = 10

End Turn: Reset hand.

Examine top card of location. Location is closed.

[u]Summary[/u]:
Move: Courtyard -> Warrens
Acquired: N/a
Banished: Warrens Card 1: Stone Golem
Examined: N/a
Random Card(s) N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Ezren takes 1 Combat damage.

Harsk wrote:

Hand: Hawkmoon Bow, Arrow Catching Studded Leather, Emerald of Dexterity, Archer's Bracers, Blessing of Milani, Blessing of Erastil,

Displayed:
Deck: 5 Discard: 8 Buried: 0
Current Location: Warrens
Hero Points: 4
Reroll: 2-3A 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): Demonbane Light Crossbow +1, Javelin of Lightning
Recharged: Goblinvine, Saber-Toothed Tiger, Returning Throwing Axe +1,
Discard Pile: Blessing of the Green Faith, Giant Badger, Blessing of Thoth, Blessing of Gozreh, Magic Leather Armor, Blessing of Lamashtu, Deathbane Light Crossbow +1, Cure,
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.

Dark Archive

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

During Harsk's turn, Ezren takes 1 Combat Damage. He will use his Grounded Studded Leather to reload Clairvoyance for it instead of discarding it. Ezren will also recharge his Staff of Minor Healing to Heal Harsk for 1

Ezren wrote:

Hand: Bloodbound Hat, Rodrick, Shy Ratani, Hrym,

Displayed: Grounded Studded Leather,
Deck: 14 Discard: 0 Buried: 0
Current Location: Warrens
Hero Points: 1
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: Clairvoyance,
Middle of Deck (Unknown Order): Gem of Mental Acuity, Harrowstrike, Zellara's Harrow Deck, Force Missile (Core), Fire Bolt, Swipe, Potion of Healing, Locate Object, Twitch Tonic
Recharged: Full Pouch, Vreva Jhafae, Augury, Staff of Minor Healing,
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


Box Runner

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

During This Scenario: • The difficulty of checks to acquire is increased by 2.

Villain: Mokmurian
Henchmen: Stone Golems

Scenario Level (#): 4

Turn: 5, Mavaro/ScorchedOne

Random Cards:

Monsters
Spoiler:
Werewolf
RotR
Monster C
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:
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:
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.

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

Spoiler:
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:
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:
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.

Weapons
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.

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:
Greatclub +3
RotR
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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:
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.

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

Spoiler:
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:
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.

Spoiler:
Poison Blast
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

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

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:
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.

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.

Spoiler:
Potion of Ghostly Form
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Spoiler:
Greater Luckstone
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 5
Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

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:
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.

Spoiler:
Acolyte
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Spoiler:
Bear
RotR
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Discard this card to add 2d4 to your combat check.
Discard this card to explore your location.

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.

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

Current Hour:

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

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 1 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 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 B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 5 Mavaro/ScorchedOne
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 6 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 6 Harsk/MauveAvengr
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 7 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 7 Oloch/agent_eclipse
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 8 Celeste/EmpTyger:
Spoiler:
Hourglass Card 8 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 9 Ezren/Akaitora:
Spoiler:
Hourglass Card 9 Ezren/Akaitora
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 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 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 Celeste/EmpTyger:
Spoiler:
Hourglass Card 13 Celeste/EmpTyger
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 Ezren/Akaitora:
Spoiler:
Hourglass Card 14 Ezren/Akaitora
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 15 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 15 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 16 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 16 Harsk/MauveAvengr
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 17 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 17 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 18 Celeste/EmpTyger:
Spoiler:
Hourglass Card 18 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 19 Ezren/Akaitora:
Spoiler:
Hourglass Card 19 Ezren/Akaitora
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 20 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 20 Mavaro/ScorchedOne
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 21 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 21 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 22 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 22 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 23 Celeste/EmpTyger:
Spoiler:
Hourglass Card 23 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 24 Ezren/Akaitora:
Spoiler:
Hourglass Card 24 Ezren/Akaitora
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 25 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 25 Mavaro/ScorchedOne
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.

Location #1: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: random monster on top

Apothecary Card 1:
Sneak
RotR
Monster C
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.
Apothecary Card 2:
Poison Blast
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Apothecary Card 3:
Restoration
RotR
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Apothecary Card 4:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Apothecary 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.
Apothecary Card 6:
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.
Apothecary Card 7:
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.
Apothecary Card 8:
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.
Apothecary Card 9:
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.
Apothecary Card 10:
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.
Apothecary Card 11:
Scrying
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Location #2: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/agent_eclipse, None
Giant Lair 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.
Giant Lair Card 2:
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.
Giant Lair Card 3:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Giant Lair Card 4:
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.
Giant Lair Card 5:
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.
Giant Lair Card 6:
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.
Giant Lair Card 7:
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.

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

Location #4: Courtyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: 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: Villain

Thassilonian Dungeon Card 1 (Major Cure):
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.
Thassilonian Dungeon Card 2:
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.
Thassilonian Dungeon Card 3:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Thassilonian Dungeon Card 4:
Mokmurian
RotR
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Thassilonian Dungeon Card 5:
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.
Thassilonian Dungeon Card 6:
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.
Thassilonian Dungeon Card 7:
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.
Thassilonian Dungeon Card 8:
Shortspear +3
RotR
Weapon 4
Traits:
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Thassilonian Dungeon Card 9:
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.
Thassilonian Dungeon Card 10:
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.

Location #6: Prison
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/EmpTyger, None

Location #7: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Mavaro/ScorchedOne, None

Thassilonian Library Card 1:
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.
Thassilonian Library Card 2:
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.
Thassilonian Library Card 3:
Mass Cure
RotR
Spell 4
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Thassilonian Library Card 4:
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.
Thassilonian Library Card 5:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Thassilonian Library Card 6:
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.
Thassilonian Library Card 7:
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 Library Card 8:
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.
Thassilonian Library Card 9:
Mirror Image
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Thassilonian Library Card 10:
Conna the Wise
RotR
Ally 4
Traits:
Giant
Sorcerer
To Acquire:
Charisma
Diplomacy 9
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.


Box Runner

oops, with correct turn/current player

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

During This Scenario: • The difficulty of checks to acquire is increased by 2.

Villain: Mokmurian
Henchmen: Stone Golems

Scenario Level (#): 4

Turn: 7, Oloch/agent_eclipse

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:
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.

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

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

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

Spoiler:
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.

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:
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.

Weapons
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.

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.

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

Spoiler:
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.

Spells
Spoiler:
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.

Spoiler:
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.

Spoiler:
Poison Blast
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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:
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.

Armors
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.

Spoiler:
Reflecting Shield
RotR
Armor 4
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 7
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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:
Breastplate of Fire Resistance
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
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.

Items
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:
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.

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 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:
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:
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:
Clockwork Librarian
RotR
Ally 4
Traits:
Automaton
To Acquire:
Intelligence
Knowledge 11
Recharge this card to add 2d8 to your Intelligence or Knowledge check.
Recharge this card to succeed at your check to acquire a spell.

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:
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:
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.

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

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

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

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: 23

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 Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 3 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 3 Mavaro/ScorchedOne
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 4 Harsk/MauveAvengr
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 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 5 Oloch/agent_eclipse
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 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 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 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 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 Celeste/EmpTyger:
Spoiler:
Hourglass Card 11 Celeste/EmpTyger
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 12 Ezren/Akaitora:
Spoiler:
Hourglass Card 12 Ezren/Akaitora
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 13 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 13 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 14 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 14 Harsk/MauveAvengr
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 15 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 15 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 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.
Hourglass Card 17 Ezren/Akaitora:
Spoiler:
Hourglass Card 17 Ezren/Akaitora
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 18 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 18 Mavaro/ScorchedOne
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 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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Celeste/EmpTyger:
Spoiler:
Hourglass Card 21 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 22 Ezren/Akaitora:
Spoiler:
Hourglass Card 22 Ezren/Akaitora
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 23 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 23 Mavaro/ScorchedOne
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.

Location #1: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: random monster on top

Apothecary Card 1:
Sneak
RotR
Monster C
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.
Apothecary Card 2:
Poison Blast
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Apothecary Card 3:
Restoration
RotR
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Apothecary Card 4:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Apothecary 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.
Apothecary Card 6:
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.
Apothecary Card 7:
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.
Apothecary Card 8:
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.
Apothecary Card 9:
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.
Apothecary Card 10:
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.
Apothecary Card 11:
Scrying
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Location #2: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/agent_eclipse, None
Giant Lair 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.
Giant Lair Card 2:
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.
Giant Lair Card 3:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Giant Lair Card 4:
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.
Giant Lair Card 5:
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.
Giant Lair Card 6:
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.
Giant Lair Card 7:
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.

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

Location #4: Courtyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: 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: Villain

Thassilonian Dungeon Card 1 (Major Cure):
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.
Thassilonian Dungeon Card 2:
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.
Thassilonian Dungeon Card 3:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Thassilonian Dungeon Card 4:
Mokmurian
RotR
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Thassilonian Dungeon Card 5:
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.
Thassilonian Dungeon Card 6:
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.
Thassilonian Dungeon Card 7:
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.
Thassilonian Dungeon Card 8:
Shortspear +3
RotR
Weapon 4
Traits:
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Thassilonian Dungeon Card 9:
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.
Thassilonian Dungeon Card 10:
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.

Location #6: Prison
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/EmpTyger, None

Location #7: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Mavaro/ScorchedOne, None

Thassilonian Library Card 1:
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.
Thassilonian Library Card 2:
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.
Thassilonian Library Card 3:
Mass Cure
RotR
Spell 4
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Thassilonian Library Card 4:
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.
Thassilonian Library Card 5:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Thassilonian Library Card 6:
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.
Thassilonian Library Card 7:
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 Library Card 8:
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.
Thassilonian Library Card 9:
Mirror Image
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Thassilonian Library Card 10:
Conna the Wise
RotR
Ally 4
Traits:
Giant
Sorcerer
To Acquire:
Charisma
Diplomacy 9
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.

Grand Lodge

Deck Handler

Explore Giant's Lair Card 1: Plague Zombie.
Reveal Shock Glaive.
Combat 11: 1d10 + 2 + 2 + 1d10 + 1d4 ⇒ (1) + 2 + 2 + (4) + (2) = 11 Defeated.

Discard The Empty Throne to Explore Card 2: Zombie Horde.
Mavaro and Oloch encounter a Zombie Minion.

Pausing to get the correct minion card and allow Mavaro to fight.


Box Runner

Zombie Minion:
Zombie Minion
Henchman,
Monster 2

Traits:
Undead
Zombie

The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.


Deck Handler
Mavaro wrote:

Hand: Frost Longbow +1, The Missing Eye, Starknife +2, Magnifying Glass, Cure, Venomous Dagger +2,

Displayed:
Deck: 13 Discard: 3 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, Sign of the Lantern Bearer, Planchette, Bird Feather Tokens, Sign of the Rider, Shrunken Head, Cleric of Nethys, Sign of the Pack, Stalking Armor, Candle of Spirit Protection, Clinging Venom
Recharged: Venomous Fighting Fan +1, Chronicler,
Discard Pile: Deathbane Light Crossbow +1, Giantbane Dagger +1, Heavy Crossbow,
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.
X When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.

Reveal The Missing Eye for combat check.

Combat 9: 1d6 + 1d8 + 1 + 1d6 + 4 ⇒ (4) + (6) + 1 + (2) + 4 = 17

Demolished.

Grand Lodge

Deck Handler

Resuming: Combat Zombie Minion.
Reveal Shock Glaive.
Combat 11: 1d10 + 2 + 2 + 1d10 + 1d4 ⇒ (8) + 2 + 2 + (5) + (2) = 19 Defeated. Zombie Horde Defeated.

Send Cure to Recovery to Heal: 1d4 + 1 ⇒ (2) + 1 = 3 cards.

End Turn. Recover Cards. Reset Hand.

Divine 8: 1d10 + 1 + 2 ⇒ (4) + 1 + 2 = 7 Cure discarded.

"

Oloch wrote:

Hand: Shock Glaive, Abadar's Law, Helm of the Valkyrie, Token of Remembrance,

Displayed: Gray Maiden Plate,
Deck: 13 Discard: 1 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
Longbow: Recharge to add 1d6 to combat (Another Location).

Deck, Discard, Buried:

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

I can use my token to get cure back if someone needs it.


Female Naga Sorcerer/Astrologer Deck Handler

Hourglass 1: Gods o'clock
Recharging Acadamae Scholar to examine Thassilonian Library 1: Ranger Stash (defeated by Mavaro) Thassilonian Library 2: 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.

Moving to Apothecary
Exploring Apothecary 1: Sneak

Sneak:
RotR
Monster C
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.

Celeste cannot make a WIS/Perception 8 check. Discarding Force Missile
Displaying Aqueous Orb. Harsk fires an arrow
Combat 9+4=13: 1d10 + 4 + 1d6 ⇒ (3) + 4 + (6) = 13
Sneak is banished

Discarding Shy Ratani to explore Apothecary 2: Poison Blast

Poison Blast:
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Discarding Blessing of Gozreh, using Shy Ratani, spiteful
Arcane 12+2=14: 2d10 + 4 + 1d8 ⇒ (9, 5) + 4 + (5) = 23
Poison Blast is acquired

Ending turn. Recharging Poison Blast to examine Giant Lair 3: Stone Golem

Stone Golem:
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.

Recovery: Aqueous Orb is recharged
Resetting hand

Today's Horoscope: When the moon is full, expect monetary loss. Spells and arrows can remind a sneaky rogue what it means to be loyal after your purse seems emptier. Then with the arrival of Gozreh, put aside your mistrust to find a bargain among the apothecary's goods.
Pharasma will be in transit through the house of study. The strongest stones lies at the front of the giant's lair.

Celeste wrote:

Hand: Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage), Dazzle, Wand of Flame, Sihedron Medallion, Good Omen (banish to recovery for +4 to acquire/close/guard), Fiery Glare, Blessing of Pharasma (discard to bless/double bless if spell is cast),

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes:
Ask before using: Blessing of Pharasma; Good Omen
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 4; Good Omen for closing; Good Omen for Boon 4

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: 6

Summary:
Apothecary 1 is banished.
Apothecary 2 is acquired.
Giant Lair 3 is known (Stone Golem).
(Thassilonian Library 1 was banished on Mavaro's turn)
Thassilonian Library 2 is known (Blessing of Pharasma).
Harsk recharges a card.
Celeste is at Apothecary.


Box Runner

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

During This Scenario: • The difficulty of checks to acquire is increased by 2.

Villain: Mokmurian
Henchmen: Stone Golems

Scenario Level (#): 4

Turn: 9, Ezren/Akaitora

Random Cards:

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

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

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

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

Spoiler:
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.

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

Weapons
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:
Greatclub +3
RotR
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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:
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.

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:
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.

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

Spoiler:
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.

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

Spoiler:
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.

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:
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.

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:
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.

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

Spoiler:
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.

Allies
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:
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 B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Spoiler:
Cyrdak Drokkus
RotR
Ally 1
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.

Spoiler:
Acolyte
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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 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 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 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.

Current Hour:

Blessing of Lamashtu:
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.

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 1 Mavaro/ScorchedOne
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 2 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 2 Harsk/MauveAvengr
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 3 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 3 Oloch/agent_eclipse
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 4 Celeste/EmpTyger:
Spoiler:
Hourglass Card 4 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 5 Ezren/Akaitora:
Spoiler:
Hourglass Card 5 Ezren/Akaitora
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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 6 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 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 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 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 10 Ezren/Akaitora:
Spoiler:
Hourglass Card 10 Ezren/Akaitora
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 11 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 11 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 12 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 12 Harsk/MauveAvengr
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 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 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 Ezren/Akaitora:
Spoiler:
Hourglass Card 15 Ezren/Akaitora
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 16 Mavaro/ScorchedOne
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 17 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 17 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 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 B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 21 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 21 Mavaro/ScorchedOne
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.

Location #1: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Celeste/EmpTyger, random monster on top

Apothecary Card 1:
Restoration
RotR
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Apothecary Card 2:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Apothecary Card 3:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Apothecary Card 4:
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.
Apothecary Card 5:
Cape of Escape
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Apothecary 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.
Apothecary Card 7:
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.
Apothecary Card 8:
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.
Apothecary Card 9:
Scrying
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Location #2: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/agent_eclipse, None
Giant Lair Card 1 (Stone Golem):
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Giant Lair Card 2:
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.
Giant Lair Card 3:
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.
Giant Lair Card 4:
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.
Giant Lair Card 5:
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.

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

Location #4: Courtyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: 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: Villain

Thassilonian Dungeon Card 1 (Major Cure):
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.
Thassilonian Dungeon Card 2:
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.
Thassilonian Dungeon Card 3:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Thassilonian Dungeon Card 4:
Mokmurian
RotR
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Thassilonian Dungeon Card 5:
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.
Thassilonian Dungeon Card 6:
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.
Thassilonian Dungeon Card 7:
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.
Thassilonian Dungeon Card 8:
Shortspear +3
RotR
Weapon 4
Traits:
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Thassilonian Dungeon Card 9:
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.
Thassilonian Dungeon Card 10:
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.

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

Location #7: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Mavaro/ScorchedOne, None

Thassilonian Library Card 1 (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.
Thassilonian Library Card 2:
Mass Cure
RotR
Spell 4
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Thassilonian Library Card 3:
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.
Thassilonian Library Card 4:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Thassilonian Library Card 5:
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.
Thassilonian Library Card 6:
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 Library Card 7:
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.
Thassilonian Library Card 8:
Mirror Image
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Thassilonian Library Card 9:
Conna the Wise
RotR
Ally 4
Traits:
Giant
Sorcerer
To Acquire:
Charisma
Diplomacy 9
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.

Dark Archive

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

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

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

Ezren will move to the Thassilonian Library.

He will then explore and encounter Blessing of Pharasma. He will try to acquire it.

CtA Arcane 5: 1d12 + 4 ⇒ (5) + 4 = 9

Acquired!

Ezren will now cast Clairvoyance to examine Apothecary Card 1: Restoration, Card 2: Stone Golem, and Card 3: Blessing of the Gods. Ezren will re-arrange them so that the order is Card 3, 1, then 2.

Ezren will then discard Shy Ratani to explore and encounter Thassilonian Library Card 2: Mass Cure. Nice! Shy Ratani will be adding 1d8 to my checks to acquire. I will also recharge Rodrick to add 1d4 to my check against a Magic card.

CtA Wisdom 12: 1d8 + 1d8 + 1d4 ⇒ (2) + (1) + (1) = 4

That's unfortunate. A single die re-roll can't fix that either, so it will have to be banished.

Ezren will end his turn. When he does, he attempts to recover his spells.

Recover Clairvoyance, Arcane 11: 1d12 + 4 ⇒ (4) + 4 = 8

Clairvoyance is discarded.

Ezren wrote:

Hand: Bloodbound Hat, Gem of Mental Acuity, Fire Bolt, Blessing of Pharasma, Force Missile (Core), Hrym,

Displayed: Grounded Studded Leather,
Deck: 11 Discard: 2 Buried: 0
Current Location: Thassilonian Library
Hero Points: 1
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): Twitch Tonic, Harrowstrike, Potion of Healing, Swipe, Locate Object, Zellara's Harrow Deck
Recharged: Full Pouch, Vreva Jhafae, Augury, Staff of Minor Healing, Rodrick,
Discard Pile: Shy Ratani, Clairvoyance,
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: Frost Longbow +1, The Missing Eye, Starknife +2, Magnifying Glass, Cure, Venomous Dagger +2,

Displayed:
Deck: 13 Discard: 3 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): Cleric of Nethys, Mind Thrust, Candle of Spirit Protection, Clinging Venom, Stalking Armor, Bird Feather Tokens, Planchette, Shrunken Head, Sign of the Pack, Sign of the Lantern Bearer, Sign of the Rider
Recharged: Venomous Fighting Fan +1, Chronicler,
Discard Pile: Deathbane Light Crossbow +1, Giantbane Dagger +1, Heavy Crossbow,
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.
X When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.

Explore 1:
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.

Wisdom 6: 1d8 ⇒ 1 Fail to Acquire

End of turn I will recharge Starknife +2 and put Clinging Venom on top of deck, then Cure Ezren.

Healing Ezren: 1d4 + 1 ⇒ (1) + 1 = 2

Recovery 8: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 Cure recharges. Reset hand and End Turn.

Mavaro wrote:

Hand: Frost Longbow +1, The Missing Eye, Clinging Venom, Magnifying Glass, Chronicler, Venomous Dagger +2,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Feel free to use signs if they would recharge.

Frost Longbow is also available for 1d4+1 of combat support. Please feel FREE to use.


Box Runner

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

During This Scenario: • The difficulty of checks to acquire is increased by 2.

Villain: Mokmurian
Henchmen: Stone Golems

Scenario Level (#): 4

Turn: 11, Harsk/MauveAvengr

Random Cards:

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

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

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

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

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

Spoiler:
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:
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:
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.

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

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

Spoiler:
Greatclub +3
RotR
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

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

Spoiler:
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:
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.

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 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.

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:
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:
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:
Magic Spyglass
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

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:
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:
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 Ghostly Form
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Allies
Spoiler:
Saber-Toothed Tiger
RotR
Ally C
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d6 to your 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.

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:
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:
Bear
RotR
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Discard this card to add 2d4 to your combat check.
Discard this card to explore your location.

Blessings
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 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 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 Irori:
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.

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 1 Oloch/agent_eclipse
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 Celeste/EmpTyger:
Spoiler:
Hourglass Card 2 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 3 Ezren/Akaitora:
Spoiler:
Hourglass Card 3 Ezren/Akaitora
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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 4 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 5 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 5 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 6 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 6 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 7 Celeste/EmpTyger:
Spoiler:
Hourglass Card 7 Celeste/EmpTyger
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 8 Ezren/Akaitora:
Spoiler:
Hourglass Card 8 Ezren/Akaitora
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 9 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 9 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 10 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 10 Harsk/MauveAvengr
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 11 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 12 Celeste/EmpTyger:
Spoiler:
Hourglass Card 12 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 13 Ezren/Akaitora:
Spoiler:
Hourglass Card 13 Ezren/Akaitora
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 14 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 14 Mavaro/ScorchedOne
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 15 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 15 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 16 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 16 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 17 Celeste/EmpTyger:
Spoiler:
Hourglass Card 17 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 18 Ezren/Akaitora:
Spoiler:
Hourglass Card 18 Ezren/Akaitora
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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 19 Mavaro/ScorchedOne
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.

Location #1: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Celeste/EmpTyger,

Apothecary Card 1 (Blessing of the Gods):
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Apothecary Card 2 (Restoration):
Restoration
RotR
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Apothecary Card 3 (Stone Golem):
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Apothecary Card 4:
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.
Apothecary Card 5:
Cape of Escape
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Apothecary 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.
Apothecary Card 7:
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.
Apothecary Card 8:
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.
Apothecary Card 9:
Scrying
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Location #2: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/agent_eclipse, None
Giant Lair Card 1 (Stone Golem):
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Giant Lair Card 2:
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.
Giant Lair Card 3:
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.
Giant Lair Card 4:
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.
Giant Lair Card 5:
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.

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

Location #5: 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: Villain

Thassilonian Dungeon Card 1 (Major Cure):
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.
Thassilonian Dungeon Card 2:
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.
Thassilonian Dungeon Card 3:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Thassilonian Dungeon Card 4:
Mokmurian
RotR
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Thassilonian Dungeon Card 5:
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.
Thassilonian Dungeon Card 6:
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.
Thassilonian Dungeon Card 7:
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.
Thassilonian Dungeon Card 8:
Shortspear +3
RotR
Weapon 4
Traits:
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Thassilonian Dungeon Card 9:
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.
Thassilonian Dungeon Card 10:
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.

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

Location #7: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Akaitora, Mavaro/ScorchedOne, None

Thassilonian Library Card 1:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Thassilonian Library Card 2:
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.
Thassilonian Library 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.
Thassilonian Library Card 4:
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.
Thassilonian Library Card 5:
Mirror Image
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Thassilonian Library Card 6:
Conna the Wise
RotR
Ally 4
Traits:
Giant
Sorcerer
To Acquire:
Charisma
Diplomacy 9
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.


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

Turn Order: Harsk/MauveAvengr, Oloch/Agent Eclipse, Celeste/EmpTyger, Ezren/Akaitora, Mavaro/ScorchedOne
Out of Turn Updates: Ezren heals Harsk for 1. Heal Blessing of Lamashtu. Recharge Emerald of Dexterity for Celeste.

Turn: Turn 11 - Blessing of Irori

Blessing of Irori:
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.

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

Move: Move to Thassilonian Dungeon

Explore: Major Cure

Major Cure:
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.

Recharge Blessing of Milani to bless check twice.

Wisdom 8: 3d6 + 1 ⇒ (6, 4, 1) + 1 = 12

Acquired.

End Turn: Reset hand.

Examine top card of location. Examine Detect Evil

Detect Evil:
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.

[u]Summary[/u]:
Move: Warrens -> Thassilonian Dungeon
Acquired: [ooc]Thassilonian Dungeon Card 1: Major Cure
Banished: N/a
Examined: Thassilonian Dungeon Card 2: Detect Evil
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: Hawkmoon Bow, Javelin of Lightning, Major Cure, Arrow Catching Studded Leather, Archer's Bracers, Blessing of Erastil,

Displayed:
Deck: 6 Discard: 8 Buried: 0
Current Location: Thassilonian Dungeon
Hero Points: 4
Reroll: 2-3A 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): Returning Throwing Axe +1, Saber-Toothed Tiger, Blessing of Lamashtu, Demonbane Light Crossbow +1, Goblinvine
Recharged: Emerald of Dexterity,
Discard Pile: Blessing of the Green Faith, Giant Badger, Blessing of Thoth, Blessing of Gozreh, Magic Leather Armor, Deathbane Light Crossbow +1, Cure, 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.
☑ 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.

Grand Lodge

Deck Handler

Move to Apothecary and Explore Card 1: Blessing of The Gods.
Auto-Acquire.

Discard Blessing of The Gods to Explore Card 2: Restoration.
Discard Abadar's Law to Bless.
Divine 12: 1d8 + 1 + 2 + 1d8 ⇒ (4) + 1 + 2 + (8) = 15 Acquired.

Bury Token of Remembrance to Draw Cure from Discard.
Send Cure to Recovery to Heal: 1d4 + 1 ⇒ (2) + 1 = 3 cards.

Send Restoration to Recovery to Draw 2 cards: Commune and Abadar's Law.

Bury Commune to Draw Random Blessing 1: Blessing of Calistria.

End Turn.
Divine 8: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5 Cure and Restoration discarded.
Recharge Helm of The Valkyrie to Move to Giant's Lair.
Reset Hand.

Oloch wrote:

Hand: Shock Glaive, Blessing of Calistria, Blessing of Kols, Abadar's Law,

Displayed: Gray Maiden Plate,
Deck: 13 Discard: 2 Buried: 2
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
Longbow: Recharge to add 1d6 to combat (Another Location).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dwarven Longhammer +1, Impaler of Thorns, Sacred Candle, Blessing of Abadar, Acidic Greatsword +1, Blessing of Gorum, Blessing of Sarenrae, Divine Fortune (D), Blessing of The Gods, Divine Fortune (WP), The Empty Throne, Prayer
Recharged: Helm of the Valkyrie,
Discard Pile: Cure, Restoration,
Buried Pile: Token of Remembrance, Commune,

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 2: Iomedae o'clock
Recharging Dazzle to examine Thassilonian Library 1: Stone Golem

Stone Golem:
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.

Exploring Apothecary 3: Stone Golem
Stone Golem:
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.

Banishing Wand of Flame to recovery and discarding spell Fiery Glare for Arcane
Combat 20: 5d6 + 1d10 + 4 ⇒ (1, 2, 4, 1, 5) + (3) + 4 = 20
Combat damage: 1d4 ⇒ 1
Banishing Sihedron Medallion to recovery to prevent 1 Combat damage
Closing Apothecary: Banishing Good Omen to recovery
INT 6: 1d8 + 1 + 5 ⇒ (1) + 1 + 5 = 7
Apothecary is closed

Ending turn. Displaying Red Carriage to move to Thassilonian Library.
Recovery:
Arcane 10: 1d10 + 4 ⇒ (8) + 4 = 12
Wand of Flame is recharged
Arcane 9: 1d10 + 4 ⇒ (1) + 4 = 5
Sihedron Medallion is discarded
Good Omen is recharged
Resetting hand

Today's Horoscope: When the moon is in Iomedae, let your wrath protect you. A golem may not understand arcane gestures and words, but a wand's blast is undeniable. Look for a good omen to recognize the right potion. If you catch a ride, you can make it to the library before it closes.

Paper will soon defeat Rock.

Celeste wrote:

Hand: Blessing of the Starsong (discard to bless/bury to reroll), Vreva Jhafae, Blessing of the Elements (discard to bless/recharge to bless if invoking Acid/Cold/Electricity/Fire/Poison), Augury (banish to recovery to examine 3 cards at my location for a type, shuffle other types into location, recharge or reload any of the chosen type), Scorching Ray, Acadamae Scholar, Blessing of Pharasma (discard to bless/double bless if spell is cast),

Displayed: Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage),
Deck: 5 Discard: 6 Buried: 0
Notes: Celeste will bury Red Carriage to prevent all Stone Giant damage at Thassilonian Library
Ask before using: Blessing of Pharasma; Blessing of the Elements; Blessing of the Starsong
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 4; Augury

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: 6


Box Runner

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

During This Scenario: • The difficulty of checks to acquire is increased by 2.

Villain: Mokmurian
Henchmen: Stone Golems

Scenario Level (#): 4

Turn: 14, Ezren/Akaitora

Random Cards:

Monsters
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.

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:
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:
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.

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.

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

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:
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:
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:
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.

Weapons
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.

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

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

Spoiler:
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:
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:
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.

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.

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:
Reflecting Shield
RotR
Armor 4
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 7
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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:
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 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.

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 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.

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

Spoiler:
Wand of 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.

Allies
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:
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:
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:
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:
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 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 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 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.

Current Hour:

Blessing of Norgorber:
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.

Hours Remaining: 16

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 1 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 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 B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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 5 Ezren/Akaitora:
Spoiler:
Hourglass Card 5 Ezren/Akaitora
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 6 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 6 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 7 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 7 Harsk/MauveAvengr
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 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 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 Ezren/Akaitora:
Spoiler:
Hourglass Card 10 Ezren/Akaitora
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 11 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 11 Mavaro/ScorchedOne
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 12 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 12 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 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 B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 16 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 16 Mavaro/ScorchedOne
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.

Location #1: Apothecary
Closed
When Permanently Closed: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards 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: Celeste/EmpTyger,

Location #2: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/agent_eclipse, None

Giant Lair Card 1 (Stone Golem):
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Giant Lair Card 2:
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.
Giant Lair Card 3:
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.
Giant Lair Card 4:
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.
Giant Lair Card 5:
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.

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

Location #4: Courtyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: 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: 2 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/MauveAvengr, Villain

Thassilonian Dungeon Card 1 (Detect Evil):
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.
Thassilonian Dungeon Card 2:
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.
Thassilonian Dungeon Card 3:
Mokmurian
RotR
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Thassilonian Dungeon Card 4:
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.
Thassilonian Dungeon Card 5:
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.
Thassilonian Dungeon Card 6:
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.
Thassilonian Dungeon Card 7:
Shortspear +3
RotR
Weapon 4
Traits:
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Thassilonian Dungeon Card 8:
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.
Thassilonian Dungeon Card 9:
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.

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

Location #7: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Akaitora, Mavaro/ScorchedOne, None

Thassilonian Library Card 1 (Stone Golem):
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Thassilonian Library Card 2:
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.
Thassilonian Library 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.
Thassilonian Library Card 4:
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.
Thassilonian Library Card 5:
Mirror Image
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Thassilonian Library Card 6:
Conna the Wise
RotR
Ally 4
Traits:
Giant
Sorcerer
To Acquire:
Charisma
Diplomacy 9
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.

Dark Archive

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

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

Ezren will stay at the Thassilonian Library and explore it. He encounters Card 1: Stone Golem.

Before acting, he attempts the Arcane 13 check to try and overcome the golem's SR.

Arcane 13: 1d12 + 5 ⇒ (12) + 5 = 17

Success! Ezren will banish Fire Bolt to recovery for his combat check to use his Arcane + 3d6 and ask Harsk to shoot an arrow, recharging a card of their choice to add 1d4.

Combat, Arcane 20: 1d12 + 5 + 3d6 + 1d4 ⇒ (9) + 5 + (6, 1, 6) + (2) = 29

Success! After acting, the Stone Golem deals some damage to everyone here.

AYA Combat Damage: 1d4 ⇒ 2

Celeste's Red Carriage reduces the damage by 1. Ezren will discard his Bloodbound Hat as damage. Mavaro and Celeste each take 1 damage.

Ezren will banish Force Missile to close Thassilonian Library, then end his turn.

Ezren attempts to recover Fire Bolt.

Recharge Fire Bolt, Arcane 10: 1d12 + 5 ⇒ (4) + 5 = 9

Ezren will then reset his hand.

Ezren wrote:

Hand: Harrowstrike, Gem of Mental Acuity, Locate Object, Blessing of Pharasma, Swipe, Hrym, Zellara's Harrow Deck,

Displayed: Grounded Studded Leather,
Deck: 7 Discard: 4 Buried: 0
Current Location: Thassilonian Library
Hero Points: 1
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): Twitch Tonic, Potion of Healing
Recharged: Full Pouch, Vreva Jhafae, Augury, Staff of Minor Healing, Rodrick,
Discard Pile: Shy Ratani, Clairvoyance, Fire Bolt, Bloodbound Hat,
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

(During Ezren’s turn)
Burying Red Carriage to prevent all Stone Golem damage to Ezren, Mavaro, and Celeste

Today’s Horoscope: When the moon is in Norgorber, make sure everyone is wearing their seatbelt.

Celeste wrote:

Hand: Blessing of the Starsong (discard to bless/bury to reroll), Vreva Jhafae, Blessing of the Elements (discard to bless/recharge to bless if invoking Acid/Cold/Electricity/Fire/Poison), Augury (banish to recovery to examine 3 cards at my location for a type, shuffle other types into location, recharge or reload any of the chosen type), Scorching Ray, Acadamae Scholar, Blessing of Pharasma (discard to bless/double bless if spell is cast),

Displayed:
Deck: 5 Discard: 6 Buried: 1
Notes:
Ask before using: Blessing of Pharasma; Blessing of the Elements; Blessing of the Starsong
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 4; Augury

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: 6


Deck Handler

Thank you Celeste for preventing damage.

Mavaro wrote:

Hand: Frost Longbow +1, The Missing Eye, Clinging Venom, Magnifying Glass, Chronicler, Venomous Dagger +2,

Displayed:
Deck: 13 Discard: 3 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): Stalking Armor, Sign of the Rider, Sign of the Lantern Bearer, Planchette, Mind Thrust, Sign of the Stranger, Venomous Fighting Fan +1, Cleric of Nethys, Bird Feather Tokens, Sign of the Pack, Candle of Spirit Protection
Recharged: Starknife +2, Cure,
Discard Pile: Deathbane Light Crossbow +1, Giantbane Dagger +1, Heavy Crossbow,
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.
X When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.

Mavaro moves to the Giant Lair now that the Library has been cleared.

Explore 1:
Stone Golem
None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.

Recharge Venomous Dagger +2 to search deck and put Starknife +2 on top, gaining melee. Reveal Missing Eye, using power to treat it as if recharged. Recharge Celeste's Blessing of the Elements because I invoke Cold. Ask Harsk for an arrow.
Autofail the BYA check because 1d4 is not 13.
Combat 22: 1d8 + 2 + 1 + 1d8 + 2 + 1d6 + 4 + 1d8 + 1d4 ⇒ (8) + 2 + 1 + (5) + 2 + (2) + 4 + (8) + (4) = 36

Okay I didn't need all that help, but no kill like overkill.

Melee 10: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Lair is closed.


Box Runner

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

During This Scenario: • The difficulty of checks to acquire is increased by 2.

Villain: Mokmurian
Henchmen: Stone Golems

Scenario Level (#): 4

Turn: 16, Harsk/MauveAvengr

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:
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:
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.

Spoiler:
Roc
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.

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

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

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

Spoiler:
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.

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

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

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

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

Spoiler:
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:
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:
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.

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.

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

Items
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:
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:
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:
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:
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.

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

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 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 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 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 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.

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: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 1 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 2 Celeste/EmpTyger:
Spoiler:
Hourglass Card 2 Celeste/EmpTyger
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 3 Ezren/Akaitora:
Spoiler:
Hourglass Card 3 Ezren/Akaitora
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 4 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 4 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 5 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 5 Harsk/MauveAvengr
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 6 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 6 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 7 Celeste/EmpTyger:
Spoiler:
Hourglass Card 7 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 8 Ezren/Akaitora:
Spoiler:
Hourglass Card 8 Ezren/Akaitora
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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 9 Mavaro/ScorchedOne
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 10 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 10 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 11 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 11 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 12 Celeste/EmpTyger:
Spoiler:
Hourglass Card 12 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 13 Ezren/Akaitora:
Spoiler:
Hourglass Card 13 Ezren/Akaitora
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 14 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 14 Mavaro/ScorchedOne
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.

Location #1: Apothecary
Closed
When Permanently Closed: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards 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:

Location #2: Giant Lair
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Oloch/agent_eclipse, Mavaro/ScorchedOne, None

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

Location #4: Courtyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: 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: 2 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/MauveAvengr, Villain

Thassilonian Dungeon Card 1 (Detect Evil):
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.
Thassilonian Dungeon Card 2:
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.
Thassilonian Dungeon Card 3:
Mokmurian
RotR
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Thassilonian Dungeon Card 4:
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.
Thassilonian Dungeon Card 5:
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.
Thassilonian Dungeon Card 6:
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.
Thassilonian Dungeon Card 7:
Shortspear +3
RotR
Weapon 4
Traits:
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Thassilonian Dungeon Card 8:
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.
Thassilonian Dungeon Card 9:
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.

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

Location #7: Thassilonian Library
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/EmpTyger, Ezren/Akaitora, None


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

Turn Order: Harsk/MauveAvengr, Oloch/Agent Eclipse, Celeste/EmpTyger, Ezren/Akaitora, Mavaro/ScorchedOne
Out of Turn Updates: Recharge Javelin of Lightning for Ezren and Major Cure for Mavaro

Turn: Turn 16 - 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 Detect Evil

Move: Stay at Thassilonian Dungeon

Explore: Detect Evil

Detect Evil:
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.

Wisdom 4+2=6: 1d6 + 1 ⇒ (6) + 1 = 7

Acquired. Discard Blessing of Erastil to explore again.

Explore 2: Belt of Incredible Dexterity

Belt of Incredible Dexterity:
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.

Dexterity 5+2=7: 1d10 + 2 ⇒ (6) + 2 = 8

Acquired!

End Turn: Reset hand.

Examine top card of location. Examine Mokmurian

Mokmurian:
Mokmurian
RotR
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.

[u]Summary[/u]:
Move: Thassilonian Dungeon
Acquired: Thassilonian Dungeon Card 1,2: Detect Evil, Belt of Incredible Dexterity
Banished: N/a
Examined: Thassilonian Dungeon Card 3: Mokmurian
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: Hawkmoon Bow, Detect Evil, Arrow Catching Studded Leather, Belt of Incredible Dexterity, Archer's Bracers, Returning Throwing Axe +1,

Displayed:
Deck: 7 Discard: 9 Buried: 0
Current Location: Thassilonian Dungeon
Hero Points: 4
Reroll: 2-3A 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 Lamashtu, Saber-Toothed Tiger, Goblinvine, Demonbane Light Crossbow +1
Recharged: Emerald of Dexterity, Javelin of Lightning, Major Cure,
Discard Pile: Blessing of the Green Faith, Giant Badger, Blessing of Thoth, Blessing of Gozreh, Magic Leather Armor, Deathbane Light Crossbow +1, Cure, Blessing of Milani, Blessing of Erastil,
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.

Dark Archive

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

Corrected hand since Ezren did not have to have taken the 1 Combat Damage, which means that the Blooodbound hat was still in his hand during reset.

Ezren wrote:

Hand: Harrowstrike, Gem of Mental Acuity, Locate Object, Blessing of Pharasma, Swipe, Hrym, Bloodbound Hat,

Displayed: Grounded Studded Leather,
Deck: 8 Discard: 3 Buried: 0
Current Location: Thassilonian Library
Hero Points: 1
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): Twitch Tonic, Potion of Healing, Zellara's Harrow Deck
Recharged: Full Pouch, Vreva Jhafae, Augury, Staff of Minor Healing, Rodrick,
Discard Pile: Shy Ratani, Clairvoyance, 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

Grand Lodge

Deck Handler

Move to Thassilonian Dungeon and Explore Card 1: Mokmurian.

Constitution 8 (BYA): 1d10 ⇒ 5
Bury: 1d6 ⇒ 1 Bury Abadar's Law and Reset Hand, drawing Dwarven Longhammer +1

Reveal Shock Glaive. Celeste discards Blessing of Pharasma to bless.
Combat 20: 1d10 + 2 + 2 + 1d10 + 1d4 + 1d10 ⇒ (1) + 2 + 2 + (5) + (2) + (8) = 20

Reveal Shock Glaive. Ezren discards Blessing of Pharasma to bless. Display my 2 Blessings to add +2.
Combat 20: 1d10 + 2 + 2 + 1d10 + 1d4 + 1d10 + 2 ⇒ (8) + 2 + 2 + (10) + (2) + (5) + 2 = 31

"Raaaaagh!" Oloch rushes in after Harsk scouts out the stone giant, he rushes forward with his Shock Glaive already sparking. Mokmurian readies himself and nearly bests the charge of the Oloch but through divine intervention he unbalances the large foe before ending the battle with a decisive thrust upwards into the giant's chest. With a burst of electricity and a final sigh, Oloch stands above the fallen foe.


Box Runner

Development:
You’re fairly certain the statues have stopped moving, and there’s no doubt about the giant, whose blood pools black where he stood. So this was one of Alaznist’s more powerful runeslaves, ostensibly in charge of the mages who were training to penetrate Belimarius’s abjurations. At least, that’s what you gathered from the enraged giant’s commands.

As you pick through your adversaries’ remnants, a wave of jealousy surges through you. You must find the choicest pieces, lest your companions—or those who come here after you—claim something that you rightly earned.

And whatever loot awaits in the sprawling chambers beyond— it’s yours, you decide, as you barrel ahead without a second thought.

Reward:
one hero point
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Mokmurian’s Club. At the end of each scenario, return the loot to the game box.

Mokmurian's Club:

Loot
Type: Weapon
Traits: 2-Handed Bludgeoning Club Magic Melee
To Acquire:
For your combat check, reveal this card to roll your Strength or Melee die +1d10+2; you may additionally discard one other card from your hand to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you defeat a monster while playing this weapon, recharge a random card from your discard pile.

Deck upgrades:
Magic Leather Armor (Armor B)

Blessing of the Gods (Blessing C)
Blessing of Pharasma (Blessing B)
Blessing of Calistria (Blessing B)
Blessing of the Gods (Blessing B)

Belt of Incredible Dexterity (Item 3)
Staff of Minor Healing (Item 1)
Token of Remembrance (Item B)

Poison Blast (Spell 4)
Restoration (Spell 4)
Major Cure (Spell 3)
Detect Evil (Spell B)

Venomous Dagger +2 (Weapon 3)
Giantbane Dagger +1 (Weapon 4)
Frost Longbow +1 (Weapon 3)
Heavy Crossbow (Weapon B)
Deathbane Light Crossbow +1 (Weapon C)


Box Runner

2-4B: THE TORMENTED TROLLS
Trouncing through the corridors beyond the stone mages’ stronghold, your head begins to clear. You can’t quite fathom why you considered hoarding these ancient riches for yourself. A hero who turns on her allies is bound to end up dead.

The cramped tunnel suddenly opens into a wide, impossibly tall chamber. Nearly 10 feet up, in alcoves built into the walls on either side of you, are several immobile trolls. The beasts are viciously maimed—each has broken tusks, pustules covering their limbs, and burn marks scorched into their flesh. They don’t seem to have noticed you. In fact, if they’re even alive, they certainly can’t move.

No danger imminent, you examine a set of tables below the alcoves, laden with scrolls and tomes. Alaznist must have magically preserved them. Could they hold ancient secrets of Thassilonian magic? With just a drop of the might that Alaznist wielded, you could be unstoppable. Think of the power! Think of the wealth!

You tear through the documents looking for anything that might slake your sudden thirst. All you find are drily written notes recording some sort of cruel experiments.

“Mok-lurian... zah?” The words for “test rodent” sound alien on your tongue, and you’re not sure why they’re even mentioned here.

Dull groans—followed by throaty roars—make things all too clear. You’ve accidentally awakened the trolls!

Story Banes:
Villain: None

Henchmen:
Tyrant Troll
None Henchman 4
Type: Monster
Traits: Giant Troll
To Defeat: Combat 15
Damage dealt by the Tyrant Troll is increased by 2. If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated. If defeated, you may immediately attempt to close the location this henchman came from.

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

During This Scenario: • At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
• On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.
• To win the scenario, close all locations.

Villain: None
Henchmen: Tyrant Trolls

Scenario Level (#): 4

Turn: 1, Celeste/EmpTyger

Random Cards:

Monsters
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.

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:
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.

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:
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:
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:
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:
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:
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:
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.

Weapons
Spoiler:
Sickle +1
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.

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

Spoiler:
Warhammer
RotR
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spoiler:
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:
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:
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 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:
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.

Items
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:
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:
Magic Spyglass
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

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:
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.

Allies
Spoiler:
Bear
RotR
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Discard this card to add 2d4 to your combat check.
Discard this card to explore your location.

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:
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:
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:
Acolyte
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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

Spoiler:
Blessing of 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 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 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 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 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 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 Celeste/EmpTyger:
Spoiler:
Hourglass Card 5 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 6 Ezren/Akaitora:
Spoiler:
Hourglass Card 6 Ezren/Akaitora
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 7 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 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 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 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 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 12 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 12 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 13 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 13 Harsk/MauveAvengr
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 14 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 14 Oloch/agent_eclipse
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.
Hourglass Card 15 Celeste/EmpTyger:
Spoiler:
Hourglass Card 15 Celeste/EmpTyger
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 16 Ezren/Akaitora:
Spoiler:
Hourglass Card 16 Ezren/Akaitora
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 17 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 17 Mavaro/ScorchedOne
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 18 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 18 Harsk/MauveAvengr
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 19 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 19 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 20 Celeste/EmpTyger:
Spoiler:
Hourglass Card 20 Celeste/EmpTyger
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 Ezren/Akaitora:
Spoiler:
Hourglass Card 21 Ezren/Akaitora
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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 22 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 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 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 25 Celeste/EmpTyger:
Spoiler:
Hourglass Card 25 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 26 Ezren/Akaitora:
Spoiler:
Hourglass Card 26 Ezren/Akaitora
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 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 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 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 29 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.

Location #1: 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 #2: General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
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: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 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: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #6: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Location #7: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None


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 Mill.

Upgrade Returning Throwing Axe +1 to a Frost Longbow +1

Harsk wrote:

Hand: Javelin of Lightning, Hawkmoon Bow, Arrow Catching Studded Leather, Saber-Toothed Tiger, Blessing of Gozreh, Blessing of Lamashtu,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Mill
Hero Points: 4
Reroll: 2-3A 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): Goblinvine, Deathbane Light Crossbow +1, Cure, Blessing of the Green Faith, Blessing of Thoth, Blessing of Milani, Demonbane Light Crossbow +1, Archer's Bracers, Blessing of Erastil, Frost Longbow +1, Giant Badger, Emerald of Dexterity
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.

Dark Archive

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

I will assume that Ezren got an Item 3 deck upgrade here. If it turns out that he didn't, I might have to edit my hand.

Ezren will start at the Giant Lair, predicting that Oloch might want to go there.

Ezren wrote:

Hand: Full Pouch, Gem of Mental Acuity, Twitch Tonic, Fire Bolt, Shy Ratani, Ambrosia, Vreva Jhafae,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Giant Lair
Hero Points: 1
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, Force Missile (Core), Clairvoyance, Rodrick, Swipe, Zellara's Harrow Deck, Harrowstrike, Locate Object, Potion of Healing, Hrym, Grounded Studded Leather
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


Deck Handler
Mavaro wrote:

Hand: Shrunken Head, Clinging Venom, Planchette, Starknife +2, Stalking Armor, Sign of the Lantern Bearer,

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, Sign of the Stranger, Kinetic Blast, Sign of the Rider, Bird Feather Tokens, Venomous Fighting Fan +1, Candle of Spirit Protection, Cleric of Nethys, The Missing Eye, Chronicler, Magnifying Glass
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.
X When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.

Mavaro will go to the General Store.

Grand Lodge

Deck Handler

"Bravery is in your eyes now, little wizard Ezren." Oloch cheers as he heads towards the Giant's Lair with the wizard.

Oloch wrote:

Hand: Cure, Sacred Candle, Flaming Mace, Blessing of Abadar, Blessing of Sarenrae,

Displayed:
Deck: 13 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
Longbow: Recharge to add 1d6 to combat (Another Location).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Abadar's Law, Divine Fortune (D), Blessing of Kols, Shock Glaive, Helm of the Valkyrie, Mokmurian's Club, Prayer, Blessing of Gorum, The Empty Throne, Divine Fortune (WP), Shock Greatsword +2, Gray Maiden Plate, Commune
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.)


Female Naga Sorcerer/Astrologer Deck Handler

Hero Point: Power Feat: 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.
Upgrading Spell B Dazzle into Spell 4 Ice Storm
Replacing Red Carriage with Loot Wand of Enervation
Starting at Treacherous Cave

Celeste recused herself from her companions. It wasn't that she expected treachery per se, but she could feel the influence of sinful powers here. Yet the sorcerer knew that her solitude would only be temporary. The naga's dark eyes watched from the cavern entrance, taking in the celestial objects around the stars and among the constellations. "Everyone is connected. Everything is connected," she mused as she tracked one icy comet as it traversed across the sky.

Celeste wrote:

Hand: Force Missile, Good Omen (banish to recovery for +5 to acquire/close/guard), Life Drain, Blessing of the Elements (discard to bless/recharge to bless if invoking Acid/Cold/Electricity/Fire/Poison), Scorching Ray, Augury (banish to recovery to examine 3 cards at my location for a type, shuffle other types into location, recharge or reload any of the chosen type), Blessing of Gozreh (discard to bless/double bless if closing or guarding check),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Ask before using:
Can use without asking: Blessing of the Elements; Blessing of Gozreh; Good Omen; Augury

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 ([X] or any boon) to recharge the blessing instead of discarding it.

Hero Points: 6


Box Runner

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

During This Scenario: • At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
• On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.
• To win the scenario, close all locations.

Villain: None
Henchmen: Tyrant Trolls

Scenario Level (#): 4

Turn: 1, Celeste/EmpTyger

Random Cards:

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

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

Spoiler:
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.

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:
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:
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:
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:
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.

Weapons
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.

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

Spoiler:
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:
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.

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

Spoiler:
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.

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:
Poison Blast
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Armors
Spoiler:
Reflecting Shield
RotR
Armor 4
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 7
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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 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 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:
Chainmail of Cold Resistance
RotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
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:
Masterwork Tools
RotR
Item B
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Spoiler:
Tome of Knowledge
RotR
Item B
Traits:
Book
Elite
Magic
To Acquire:
Intelligence
Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.
Recharge this card to succeed at your Knowledge 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.

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:
Conna the Wise
RotR
Ally 4
Traits:
Giant
Sorcerer
To Acquire:
Charisma
Diplomacy 9
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore 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:
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:
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.

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

Current Hour:

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 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 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 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 Celeste/EmpTyger:
Spoiler:
Hourglass Card 5 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 6 Ezren/Akaitora:
Spoiler:
Hourglass Card 6 Ezren/Akaitora
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 7 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 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 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 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 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 12 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 12 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 13 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 13 Harsk/MauveAvengr
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 14 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 14 Oloch/agent_eclipse
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.
Hourglass Card 15 Celeste/EmpTyger:
Spoiler:
Hourglass Card 15 Celeste/EmpTyger
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 16 Ezren/Akaitora:
Spoiler:
Hourglass Card 16 Ezren/Akaitora
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 17 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 17 Mavaro/ScorchedOne
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 18 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 18 Harsk/MauveAvengr
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 19 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 19 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 20 Celeste/EmpTyger:
Spoiler:
Hourglass Card 20 Celeste/EmpTyger
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 Ezren/Akaitora:
Spoiler:
Hourglass Card 21 Ezren/Akaitora
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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 22 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 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 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 25 Celeste/EmpTyger:
Spoiler:
Hourglass Card 25 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 26 Ezren/Akaitora:
Spoiler:
Hourglass Card 26 Ezren/Akaitora
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 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 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 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 29 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.

Location #1: 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:
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.
Deeper Dungeons Card 2:
Shining Child
RotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 20
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.
Deeper Dungeons Card 3:
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.
Deeper Dungeons Card 4:
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.
Deeper Dungeons Card 5:
Vicious Trident +1
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm
To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.
Deeper Dungeons Card 6:
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.
Deeper Dungeons Card 7:
Troll
RotR
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
Deeper Dungeons Card 8:
Harpy
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Deeper Dungeons Card 9:
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.
Deeper Dungeons Card 10:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #2: General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/ScorchedOne, None
General Store Card 1:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
General Store 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.
General Store Card 3:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
General Store Card 4:
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.
General Store Card 5:
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.
General Store Card 6:
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.
General Store Card 7:
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.
General Store Card 8:
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.
General Store Card 9:
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.
General Store 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 #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: Celeste/EmpTyger, None
Treacherous Cave Card 1:
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 2:
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.
Treacherous Cave Card 3:
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.
Treacherous Cave Card 4:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Treacherous Cave Card 5:
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.
Treacherous Cave 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.
Treacherous Cave Card 7:
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.
Treacherous Cave Card 8:
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.
Treacherous Cave Card 9:
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.
Treacherous Cave Card 10:
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.

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:
Ambush
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
WisdomPerceptionDexterityAcrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Warrens Card 2:
Stone Giant
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
Warrens Card 3:
Dagger +1
RotR
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Warrens Card 4:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrens Card 5:
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.
Warrens Card 6:
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.
Warrens Card 7:
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.
Warrens Card 8:
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.
Warrens Card 9:
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.
Warrens Card 10:
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.

Location #5: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Oloch/agent_eclipse, Ezren/Akaitora, None
Giant Lair Card 1:
Bracers of Greater Protection
RotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Wisdom
Survival
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 3.
Giant Lair Card 2:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Giant Lair Card 3:
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.
Giant Lair Card 4:
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.
Giant Lair Card 5:
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.
Giant Lair Card 6:
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.
Giant Lair Card 7:
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.
Giant Lair Card 8:
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.
Giant Lair 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.
Giant Lair Card 10:
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.

Location #6: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Apothecary Card 1:
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.
Apothecary Card 2:
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.
Apothecary Card 3:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Apothecary Card 4:
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.
Apothecary Card 5:
Teleport
RotR
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Apothecary 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.
Apothecary Card 7:
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.
Apothecary Card 8:
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.
Apothecary Card 9:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Apothecary Card 10:
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 #7: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Harsk/MauveAvengr, None
Mill Card 1:
Redcap
RotR
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12
If undefeated, shuffle the Redcap into a random open location deck.
Mill Card 2:
Headband of Inspired Wisdom
RotR
Item 4
Traits:
Accessory
Magic
To Acquire:
Wisdom 7
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
Mill Card 3:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Mill Card 4:
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.
Mill Card 5:
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.
Mill Card 6:
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.
Mill Card 7:
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.
Mill Card 8:
Acolyte
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Mill Card 9:
Circles of Binding
RotR
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.
Mill Card 10:
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.


Female Naga Sorcerer/Astrologer Deck Handler

Hourglass: Gods o'clock
Recharging Force Missile to examine Warrens 1: Ambush

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

Exploring Treacherous Cave 1: Cloak of Elvenkind

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.

DEX 5: 1d8 ⇒ 7
Cloak of Elvenkind is acquired

Discarding Blessing of Gozreh to explore Treacherous Cave 2: Dagger +1

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.

DEX 6: 1d8 ⇒ 2
Dagger +1 is banished

Discarding Blessing of the Elements to explore Treacherous Cave 3: Giant Hermit Crab

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.

Banishing Life Drain to recovery
Combat 9: 1d10 + 4 + 2d4 ⇒ (9) + 4 + (4, 1) = 18
Combat 9: 1d10 + 4 + 2d4 ⇒ (3) + 4 + (2, 1) = 10
Life Drain: Blessing of Gozreh is healed.
Giant Hermit Crab is banished

Banishing Augury for monsters to recovery to examine Treacherous Cave 4: Tyrant Troll, Treacherous Cave 5: Ranger Stash, Treacherous Cave 6: Venomous Dagger +2

Tyrant Troll:
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.

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.

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.

Augury: Ranger Stash and Venomous Dagger are shuffled back into Treacherous Cave. Reloading Tyrant Troll into Treacherous Cave.

Ending turn. Recharging Cloak of Elvenkind to examine Deeper Dungeons 1: Goblin Warrior

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.

Recovery: Life Drain, Augury are recharged.
Resetting hand.

Today's Horoscope: When the moon is full, the right dress makes more of an impression than bared steel when Gozreh is in transit. Eat heartily of seafood under a water sign.
The tyrant will stash his weapons before battle. Goblins will dwell in the deep. An ambush will be prepared in the warrens.

Celeste wrote:

Hand: Blessing of Pharasma (discard to bless/double bless if spell is cast), Good Omen (banish to recovery for +5 to acquire/close/guard), Vreva Jhafae, Fiery Glare, Scorching Ray, Blessing of Gozreh (discard to bless/double bless if closing or guarding check), Blessing of the Starsong (discard to bless/bury to reroll),

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes:
Ask before using: Blessing of the Starsong for reroll
Can use without asking: Blessing of the Starsong to bless; Blessing of the Starsong to reroll henchman/closing/Boon 4; Blessing of Pharasma; Blessing of Gozreh; Good Omen

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 ([X] or any boon) to recharge the blessing instead of discarding it.

Hero Points: 6

Summary:
Treacherous Cave 1 is acquired.
Treacherous Cave 2, 3 are banished.
Treacherous Cave is shuffled with Tyrant Troll now on top. (also contains Ranger Stash, Venomous Dagger +2)
Warrens 1 is examined (Ambush).
Deeper Dungeons is examined (Goblin Warrior).

Dark Archive

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

"Well, something like that, dear friend. Courage, yes, but only so given by the presence of a sufficiently sturdy safety net. That is you!"

Ezren says as they make their way defiantly but carefully into what they assume is a lair of giants.

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

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

During his give a card step, Ezren will give Oloch his Twitch tonic. Feel free to discard or banish the following turn and Ezren can Full Pouch it. (figured I'd give you another means to explore so that you can keep your blessings).

Ezren will explore to encounter Giant Lair Card 1: Bracers of Greater Protection. Interesting. Ezren will recharge Shy Ratani to add 1d8 to his check to acquire.

CtA Wisdom 5: 2d8 ⇒ (8, 2) = 10

Acquired!

Then, Ezren will cast Clairvoyance to examine Giant Lair Card 2: Tyrant Troll, Card 3: Hand Chopper, and Card 4: Shadow. He will leave them as they are.

Ezren will then discard Vreva Jhafae to explore and encounter Giant Lair Card 2: Tyrant Troll. It has the Giant trait, so the DC is increased by 2.

For his check to defeat, Ezren will discard Fire Bolt to use his Arcane + 3d6. The spell has the Fire trait, so Ezren also adds 1d6.

CtD Combat, Arcane 17: 1d12 + 5 + 3d6 + 1d8 ⇒ (9) + 5 + (1, 1, 1) + (8) = 25

Defeated! Ezren will attempt to close. Vreva Jhafae is adding 1d6 to non-combat checks during this exploration. Ezren will additional recharge his Gem of Mental Acuity to use his Intelligence die. Perhaps a bit overkill, but Ezren will ask Celeste to discard Blessing of Gozreh to bless his check to close twice.

Closing Giant Lair, Strength 10: 3d12 + 1d6 ⇒ (5, 4, 5) + (5) = 19

Giant Lair is closed

Ezren will then end his turn, attempting to recharge his spells.

Recharge Clairvoyance, Arcane 11: 1d12 + 5 ⇒ (4) + 5 = 9
Recharge Fire Boot, Arcane 10: 1d12 + 5 ⇒ (12) + 5 = 17

Then Ezren resets his hand.

Ezren wrote:

Hand: Full Pouch, Zellara's Harrow Deck, Grounded Studded Leather, Potion of Healing, Bracers of Greater Protection, Ambrosia, Harrowstrike,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Current Location: Giant Lair
Hero Points: 1
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, Locate Object, Hrym, Force Missile (Core), Rodrick, Swipe
Recharged: Shy Ratani, Gem of Mental Acuity, Fire Bolt,
Discard Pile: Vreva Jhafae, Clairvoyance,
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

In a show of impressive coordination, Ezren infiltrated the lair, divining his way to avoid guards and get a jump on their quarry. He struck at the troll's weakness with uncanny precision and retreated out of the lair in a flash. Uniting with Oloch back at the entrance moments later combined with the awesome display of strength was enough to convince their foes to retreat further into the facility.

"In other words, Oloch, " -said Ezren, dusting his hands off - "I stick around because you make me look that much scarier, which makes my job easier!"


Female Naga Sorcerer/Astrologer Deck Handler

(During Ezren’s turn)
Recharging Vreva Jhafae to recharge Blessing of Gozreh

Today’s Horoscope: When the moon is in Iomedae, a burst of sorcery brings Gozreh into conjunction.

Celeste wrote:

Hand: Blessing of Pharasma (discard to bless/double bless if spell is cast), Good Omen (banish to recovery for +5 to acquire/close/guard), Fiery Glare, Scorching Ray, Blessing of the Starsong (discard to bless/bury to reroll),

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes:
Ask before using: Blessing of the Starsong for reroll
Can use without asking: Blessing of the Starsong to bless; Blessing of the Starsong to reroll henchman/closing/Boon 4; Blessing of Pharasma; Good Omen

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 ([X] or any boon) to recharge the blessing instead of discarding it.

Hero Points: 6


Deck Handler
Mavaro wrote:

Hand: Shrunken Head, Clinging Venom, Planchette, Starknife +2, Stalking Armor, Sign of the Lantern Bearer,

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): Chronicler, Cleric of Nethys, Venomous Fighting Fan +1, Bird Feather Tokens, Sign of the Pack, Candle of Spirit Protection, Kinetic Blast, Sign of the Stranger, Magnifying Glass, Sign of the Rider, The Missing Eye
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.
X When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.

Mavaro goes to the general store and finds an immense troll, not precisely what he expected.

Explore 1:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.

Well this sucks, can't defeat him. Reveal Clinging Venom and ask Harsk for an arrow since 2d8+3 doesn't seem likely to get to 15.

Combat: 1d8 + 2 + 1 + 1d8 + 1d4 ⇒ (4) + 2 + 1 + (5) + (2) = 14

Recharge Stalking Armor to reduce damage by 2.

Posting this but may have more actions depending on questions asked in the hangout.


Deck Handler

Bury Cure to add 1d6 and the Fire trait to my check, which adds another 1d8. I succeed therefore and don't have to recharge the stalking armor. I will banish the stalking armor (since it's a Basic B and I can get it back when rebuilding) to close.

Random Items: 1d6 ⇒ 2

Item 1:
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.

Item 2:
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.

I acquire Item 1 to my hand. End turn.


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

Turn Order: Celeste/EmpTyger, Ezren/Akaitora, Mavaro/ScorchedOne, Harsk/MauveAvengr, Oloch/Agent Eclipse
Out of Turn Updates: Recharge Javelin of Lightning for Mavaro

Turn: Turn 4 - 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 Redcap

Move: Stay at Mill

Explore: Redcap

Redcap:
Redcap
RotR
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12
If undefeated, shuffle the Redcap into a random open location deck.

Reveal Hawkmoon Bow to do 1d6+2+1d6.

Combat 17: 1d10 + 5 + 2d6 + 2 ⇒ (3) + 5 + (3, 5) + 2 = 18

Defeated! Discard Blessing of Lamashtu to explore again.

Explore 2: Headband of Inspired Wisdom

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

Discard Blessing of Gozreh to bless.

Wisdom 7: 2d6 + 2 ⇒ (4, 5) + 2 = 11

Acquired!

End Turn: Reset hand.

Examine top card of location. Examine Tyrant Troll

Tyrant Troll:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.

[u]Summary[/u]:
Move: Mill
Acquired: [ooc]Mill Card 2: Headband of Inspired Wisdom
Banished: Mill Card 1: Redcap
Examined: Mill Card 3: Tyrant Troll
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: Hawkmoon Bow, Cure, Arrow Catching Studded Leather, Headband of Inspired Wisdom, Saber-Toothed Tiger, Blessing of the Green Faith,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Current Location: Mill
Hero Points: 4
Reroll: 2-3A 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 Thoth, Demonbane Light Crossbow +1, Blessing of Erastil, Frost Longbow +1, Deathbane Light Crossbow +1, Emerald of Dexterity, Goblinvine, Giant Badger, Archer's Bracers, Blessing of Milani
Recharged: Javelin of Lightning,
Discard Pile: Blessing of Lamashtu, 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.
☑ 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.


Box Runner

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

During This Scenario: • At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
• On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.
• To win the scenario, close all locations.

Villain: None
Henchmen: Tyrant Trolls

Scenario Level (#): 4

Turn: 5, 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:
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:
Ogrekin
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Spoiler:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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.

Spells
Spoiler:
Poison Blast
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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:
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:
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:
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:
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:
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:
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:
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:
Magic Spyglass
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

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

Spoiler:
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:
Masterwork Tools
RotR
Item C
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

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:
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:
Cyrdak Drokkus
RotR
Ally 1
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.

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:
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.

Blessings
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 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 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.

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: 25

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 Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 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 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 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.
Hourglass Card 7 Ezren/Akaitora:
Spoiler:
Hourglass Card 7 Ezren/Akaitora
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 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 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 10 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 10 Oloch/agent_eclipse
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.
Hourglass Card 11 Celeste/EmpTyger:
Spoiler:
Hourglass Card 11 Celeste/EmpTyger
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 12 Ezren/Akaitora:
Spoiler:
Hourglass Card 12 Ezren/Akaitora
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 13 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 13 Mavaro/ScorchedOne
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 14 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 14 Harsk/MauveAvengr
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 15 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 15 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 16 Celeste/EmpTyger:
Spoiler:
Hourglass Card 16 Celeste/EmpTyger
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 17 Ezren/Akaitora:
Spoiler:
Hourglass Card 17 Ezren/Akaitora
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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 18 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 19 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 19 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 20 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 20 Oloch/agent_eclipse
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 21 Celeste/EmpTyger:
Spoiler:
Hourglass Card 21 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 22 Ezren/Akaitora:
Spoiler:
Hourglass Card 22 Ezren/Akaitora
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 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 Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: 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 (Goblin Warrior):
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.
Deeper Dungeons Card 2:
Shining Child
RotR
Monster 4
Traits:
Outsider
To Defeat:
Combat 20
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.
Deeper Dungeons Card 3:
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.
Deeper Dungeons Card 4:
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.
Deeper Dungeons Card 5:
Vicious Trident +1
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm
To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.
Deeper Dungeons Card 6:
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.
Deeper Dungeons Card 7:
Troll
RotR
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
Deeper Dungeons Card 8:
Harpy
RotR
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Deeper Dungeons Card 9:
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.
Deeper Dungeons Card 10:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #2: General Store
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mavaro/ScorchedOne, None
General Store Card 1:
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.

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: 1 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/EmpTyger, None
Treacherous Cave Card 1 (Tyrant Troll):
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Treacherous Cave Card 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.
Treacherous Cave Card 3:
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.
Treacherous Cave Card 4:
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.
Treacherous Cave Card 5:
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.
Treacherous Cave Card 6:
Boots of Elvenkind
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Treacherous Cave Card 7:
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.

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 (Ambush):
Ambush
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
WisdomPerceptionDexterityAcrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Warrens Card 2:
Stone Giant
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
Warrens Card 3:
Dagger +1
RotR
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Warrens Card 4:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrens Card 5:
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.
Warrens Card 6:
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.
Warrens Card 7:
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.
Warrens Card 8:
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.
Warrens Card 9:
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.
Warrens Card 10:
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.

Location #5: Giant Lair
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Oloch/agent_eclipse, Ezren/Akaitora, None

Location #6: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Apothecary Card 1:
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.
Apothecary Card 2:
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.
Apothecary Card 3:
Belt of Incredible Dexterity
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Apothecary Card 4:
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.
Apothecary Card 5:
Teleport
RotR
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Apothecary 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.
Apothecary Card 7:
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.
Apothecary Card 8:
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.
Apothecary Card 9:
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Apothecary Card 10:
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 #7: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Harsk/MauveAvengr, None
Mill Card 1 (Tyrant Troll):
Tyrant Troll
None
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Mill Card 2:
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.
Mill Card 3:
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.
Mill Card 4:
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.
Mill Card 5:
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.
Mill Card 6:
Acolyte
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Mill Card 7:
Circles of Binding
RotR
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.
Mill Card 8:
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.

Grand Lodge

Deck Handler

Move to and Explore Deeper Dungeons Card 1: Goblin Warrior.
Reveal Flaming Mace.
Combat 10: 1d10 + 2 + 2 + 1d8 + 1d4 ⇒ (3) + 2 + 2 + (8) + (4) = 19 Defeated.

Discard Twitch Tonic to Explore Card 2: Shining Child.[/dice]
[ooc]Reveal Flaming Mace (removing Fire trait and 1d4). Discard Blessing of Sarenrae to Bless. Recharging Blessing of Abadar to add 1d4. Requesting Hark send an attack.

Combat 21: 1d10 + 2 + 2 + 1d8 + 1d10 + 1d4 + 1d4 ⇒ (6) + 2 + 2 + (8) + (6) + (2) + (4) = 30 Defeated.

End Turn. Reset Hand.

"

Oloch wrote:

Hand: Cure, Sacred Candle, Flaming Mace, Prayer, Commune,

Displayed:
Deck: 12 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
Longbow: Recharge to add 1d6 to combat (Another Location).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Fortune (WP), Abadar's Law, Gray Maiden Plate, Mokmurian's Club, Helm of the Valkyrie, Shock Greatsword +2, Shock Glaive, Divine Fortune (D), The Empty Throne, Blessing of Kols, Blessing of Gorum
Recharged: Blessing of Abadar,
Discard Pile: Twitch Tonic, 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.)

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