[PACS] Season of the Runelords by redeux

Game Master redeux

Adventure Deck Number = 4


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Female Naga Sorcerer/Astrologer Deck Handler

Hourglass 1: Gods o'clock
Recharging Blessing of Pharasma to examine Deeper Dungeons 3: Potion of Healing

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.

Exploring Treacherous Cave 1: Tyrant Troll

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.

Banishing Fiery Glare to recovery, vulnerable, Giant Lair
Combat 15-2=13: 1d10 + 4 + 2d4 + 1d8 ⇒ (10) + 4 + (1, 1) + (1) = 17
Tyrant Troll is banished
Closing Treacherous Cave:
Survival 7: 1d8 + 4 ⇒ (3) + 4 = 7
Treacherous Cave is closed

Ending turn. Recharging Blessing of the Starsong to examine Apothecary 1: Tickwood Boar

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.

Recovery: Fiery Glare is recharged
Resetting hand

Today's Horoscope: When the moon is full, an angry glare drives a tyrant from his cave, and thereby the way forth is illuminated.
Dungeon delvers will drink potions for healing. But a master apothecary will know that bacon makes everything feel better.

Celeste wrote:

Hand: Shy Ratani, Good Omen (banish to recovery for +5 to acquire/close/guard), Wand of Flame, Aqueous Orb, Scorching Ray, Wand of Enervation (banish to recovery for -1d4-4 to combat difficulty), Sihedron Medallion,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes:
Ask before using:
Can use without asking: Good Omen; Wand of Enervation

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 banished.
Treacherous Cave is closed.
Deeper Dungeon 3 is known (Potion of Healing).
Apothecary 1 is known (Tickwood Boar).


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: 7, Ezren/Akaitora

Random Cards:

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

Spoiler:
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:
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:
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.

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

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

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

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

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

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

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

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

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

Spoiler:
Lizard
RotR
Ally 4
Traits:
Animal
Arcane
To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to succeed at your Stealth or Survival 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:
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:
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 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 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 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 B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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: 23

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 Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 Celeste/EmpTyger:
Spoiler:
Hourglass Card 4 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 5 Ezren/Akaitora:
Spoiler:
Hourglass Card 5 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 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 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 8 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 8 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 9 Celeste/EmpTyger:
Spoiler:
Hourglass Card 9 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 10 Ezren/Akaitora:
Spoiler:
Hourglass Card 10 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 11 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 11 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 12 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 12 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 13 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 13 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 14 Celeste/EmpTyger:
Spoiler:
Hourglass Card 14 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 15 Ezren/Akaitora:
Spoiler:
Hourglass Card 15 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 16 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 16 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 17 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 17 Harsk/MauveAvengr
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 18 Oloch/agent_eclipse
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 19 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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 22 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 22 Harsk/MauveAvengr
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 23 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 23 Oloch/agent_eclipse
Blessing of 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: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/agent_eclipse, None

Deeper Dungeons Card 1 (Potion of Healing):
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 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.
Deeper Dungeons Card 3:
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 4:
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 5:
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 6:
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 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.
Deeper Dungeons Card 8:
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: 1 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
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 #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: 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):
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.

Dark Archive

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

starting Ezren's turn. The hour is Blessing of Gozreh.

At the start of his turn, Ezren will not resolve the scenario effect but will resolve his own power, examining the top card of his deck: Swipe, a spell! He draws it.

During his Move Step, Ezren will move to the Deeper Dungeons.

Ezren will then explore to encounter Deeper Dungeons Card 1: Healing Potion. He will try to acquire it.

CtA Craft 5: 1d12 + 4 ⇒ (1) + 4 = 5

Acquired!

Ezren will then recharge Full Pouch to examine Deeper Dungeons Card 2: Zombie Horde. Humm, not feeling like activating that, so Ezren will not recharge a card to explore.

However, Ezren will banish to recovery Zellara's Harrow Deck to examine Deeper Dungeon Card 2: Zombie Horde, Deeper Dungeon Card 3: Vicious Trident +1, and Deeper Dungeon Card 4: Lightning Bolt. Ezren rearranges the cards so that Card 4 is on top, then Card 3, and lastly Card 2.

Ezren will then recharge Harrowstrike to examine Lightning Bolt, then recharge Healing Potion to encounter it.

CtA Arcane 10: 1d12 + 5 ⇒ (1) + 5 = 6

Heh. I suppose I will stop exploring now. Ezren will display his Grounded Studded Leather Armor, then end his turn and reset his hand. (Zellara's Harrow Deck is discarded).

After resetting his hand, Ezren will discard Rodrick to draw Clairvoyance from his discard pile.

Ezren wrote:

Hand: Force Missile (Core), Clairvoyance, Augury, Potion of Healing (Core), Bracers of Greater Protection, Swipe, Ambrosia,

Displayed: Grounded Studded Leather,
Deck: 8 Discard: 3 Buried: 0
Current Location: Deeper Dungeons
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): Hrym, Locate Object
Recharged: Shy Ratani, Gem of Mental Acuity, Fire Bolt, Full Pouch, Harrowstrike, Potion of Healing,
Discard Pile: Vreva Jhafae, Rodrick, Zellara's Harrow Deck,
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, Venomous Fighting Fan +1, Planchette, Starknife +2, Sign of the Rider, Sign of the Lantern Bearer,

Displayed:
Deck: 8 Discard: 1 Buried: 1
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, Candle of Spirit Protection, The Missing Eye, Kinetic Blast, Magnifying Glass, Cleric of Nethys, Sign of the Stranger, Sign of the Pack
Recharged:
Discard Pile: Clinging Venom,
Buried Pile: Cure,

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 move to the Apothecary, and encounter the boar that is there.

Explore 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.

Wisdom 7: 1d8 ⇒ 8

Recharge Venomous Fighting Fan +1

Combat 8: 1d6 + 1d4 + 1 + 1d12 ⇒ (5) + (4) + 1 + (12) = 22

Boar defeated. Yay. Discard Sign of the Lantern Bearer to explore again.

Explore 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.

Wisdom 4: 1d8 ⇒ 3

Do not acquire Detect Evil. Oh well. Turn complete.

Mavaro wrote:

Hand: Shrunken Head, Bird Feather Tokens, Planchette, Starknife +2, Sign of the Rider, Candle of Spirit Protection,

Displayed:
Deck: 7 Discard: 2 Buried: 1
Hero Points: 0
NOTES:
Available Support: Feel free to use signs if they would recharge.


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 Cure for power for Oloch

Turn: Turn 9 - 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 Tyrant Troll[/ooc]

Move: Stay at Mill

Explore: 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.

For combat, reveal Hawkmoon Bow to do Ranged+2d6+2. Bury top card of deck to add 1d6 and the Fire trait. Bury Blessing of Erastil. Since has the Fire trait, add another 1d8.

Combat 15: 1d10 + 5 + 2d6 + 2 + 1d6 + 1d8 ⇒ (3) + 5 + (3, 1) + 2 + (5) + (6) = 25

Defeated. Can attempt to close location. Discard Blessing of the Green Faith to bless check.

Dexterity 8: 2d10 + 2 ⇒ (9, 9) + 2 = 20

Mill is closed!

End Turn: Reset hand.

Examine top card of location. Location is empty

[u]Summary[/u]:
Move: Mill
Acquired: N/a
Banished: Mill Card 1: Tyrant Troll
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: Hawkmoon Bow, Arrow Catching Studded Leather, Headband of Inspired Wisdom, Emerald of Dexterity, Saber-Toothed Tiger, Blessing of Milani,

Displayed:
Deck: 9 Discard: 3 Buried: 1
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, Blessing of Thoth, Frost Longbow +1, Demonbane Light Crossbow +1, Giant Badger, Archer's Bracers, Deathbane Light Crossbow +1
Recharged: Javelin of Lightning, Cure,
Discard Pile: Blessing of Lamashtu, Blessing of Gozreh, Blessing of the Green Faith,
Buried Pile: Blessing of Erastil,

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: 10, Oloch/agent_eclipse

Random Cards:

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

Spoiler:
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.

Spoiler:
Hag
RotR
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

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

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

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

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

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

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

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

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


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

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

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

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:
Cape of Escape
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

Spoiler:
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.

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

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

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

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

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

Spoiler:
Blessing of Erastil
RotR
Blessing C
Traits:
Divine
Erastil
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 combat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Current Hour:

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

Hours Remaining: 20

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 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 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 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 5 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 5 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 6 Celeste/EmpTyger:
Spoiler:
Hourglass Card 6 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 7 Ezren/Akaitora:
Spoiler:
Hourglass Card 7 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 8 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 8 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 9 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 9 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 10 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 10 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 11 Celeste/EmpTyger:
Spoiler:
Hourglass Card 11 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 12 Ezren/Akaitora:
Spoiler:
Hourglass Card 12 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 13 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 13 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 14 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 14 Harsk/MauveAvengr
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 15 Oloch/agent_eclipse
Blessing of 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 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 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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 18 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 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 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/agent_eclipse, Ezren/Akaitora, None

Deeper Dungeons Card 1 (Vicious Trident +1):
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 2 (Zombie Horde):
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 3:
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 4:
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 5:
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 6:
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: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: 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
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 #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: 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: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Mavaro/ScorchedOne, None

Apothecary Card 1:
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 2:
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 3:
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 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:
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 6:
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 7:
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 8:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #7: Mill
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Harsk/MauveAvengr, None


Oloch will explore Deeper Dungeons.

Vicious Trident +1:
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

Melee 12: 1d10 + 4 ⇒ (9) + 4 = 13

Acquired. Will end turn here.

Oloch will discard Vicious Trident +1

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


Female Naga Sorcerer/Astrologer Deck Handler

Hourglass 1: Gods o’clock
Moving to Apothecary
Exploring Apothecary 1: Belt of Incredible Dexterity

Belt of Incredible Dexterity:
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.

DEX 5: 1d8 ⇒ 6
Belt of Incredible Dexterity is acquired

Discarding Shy Ratani to explore Apothecary 2: Brodert Quink

Brodert Quink:
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.

Using Shy Ratani
Knowledge 7: 1d8 + 3 + 1d8 ⇒ (4) + 3 + (6) = 13
Brodert Quink is acquired

Discarding Brodert Quink to explore Apothecary 3: Teleport

Teleport:
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.

Banishing Good Omen to recovery
Arcane 12: 1d10 + 4 + 5 ⇒ (3) + 4 + 5 = 12
Teleport is acquired

Ending turn. Recharging Belt of Incredible Dexterity to examine General Store 1: Belt of Giant Strength

Belt of Giant Strength:
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.

Banishing Teleport to recovery to move to General Store, taking Mavaro
Recovery: Good Omen, Teleport are recharged
Resetting hand

Today’s Horoscope: When the moon is full, fancy belts are in fashion. A rogue may know how to pickpocket a sage, but a sage knows how to teleport to safety. Take your friend and disappear to safety before the zombies emerge.

Belts will be so popular that the general store won’t be able to keep them in stock much longer. Get yours before it’s too late!

Celeste wrote:

Hand: Ice Storm, Force Missile, Wand of Flame, Aqueous Orb, Scorching Ray, Wand of Enervation (banish to recovery for -1d4-4 to combat difficulty), Sihedron Medallion,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes:
Ask before using:
Can use without asking: Wand of Enervation

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:
Apothecary 1, 2, 3 are acquired.
General Store 1 is known (Belt of Giant Strength)
Mavaro is at General Store
Celeste is at General Store

Dark Archive

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

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

At the start of his turn, Ezren examines the top card of his deck: Hrym. Not a spell, so nothing happens.

Ezren will stay at the Deeper Dungeons.

Between phases, he will cast Augury calling out Barrier and examine Deeper Dungeons Card 2: Zombie Horde, Card 3: Troll, Card 4: Harpy. This location is so awful! Zombie Horde is recharged into Deeper Dungeons. The rest of the location deck is shuffled.

Ezren will then cast Clairvoyance to examine the top 3 cards of the location after shuffling.

Deeper Dungeons New Card 1: 1d4 + 2 ⇒ (3) + 2 = 5
Deeper Dungeons New Card 1: 1d4 + 2 ⇒ (1) + 2 = 3
Deeper Dungeons New Card 1: 1d4 + 2 ⇒ (3) + 2 = 5
Deeper Dungeons New Card 1: 1d4 + 2 ⇒ (1) + 2 = 3
Deeper Dungeons New Card 1: 1d4 + 2 ⇒ (4) + 2 = 6

Ezren re-arranges the cards so that Card 6 is on top, followed by Card 5, and then 3.

Ezren will explore to encounter Deeper Dungeons Card 6: Tyrant Troll. For his combat check, Ezren will banish Force Missile to recovery to use his Arcane skill +2d4. He will also bury the top card of his deck: Hrym, to add 1d6 and the Fire trait to his check, which in turn adds another 1d8 because of the Troll's power. The location adds 1 to the difficulty.

CtD Combat 16: 1d12 + 5 + 2d4 + 1d6 + 1d8 ⇒ (1) + 5 + (4, 3) + (1) + (6) = 20

And here I was thinking that had been overkill. Success! The defeated henchman allows Ezren to attempt to close his location. For his non-intelligence check, Ezren will discard Swipe to add his intelligence. He will also ask Harsk to discard his Blessing of Milani to add a die.

Closing check, Fortitude 8: 2d4 + 1d12 + 3 ⇒ (2, 4) + (2) + 3 = 11

Success! Deeper Dungeons are closed! Phew. What a relief not having to go through that.

Ezren will then drink his Elixir of Healing.

Heal on Ezren: 1d4 + 1 ⇒ (2) + 1 = 3

Ezren heals: Vreva Jhafae, Rodrick, Zellara's Harrow Deck.

Ezren will end his turn. During recovery, he will attempt to recover his cards.

Recharge Clairvoyance, Arcane 11: 1d12 + 5 ⇒ (10) + 5 = 15
Recharge Augury, Arcane 8: 1d12 + 5 ⇒ (5) + 5 = 10
Recharge Elixir of Healing, Craft 6: 1d12 + 4 ⇒ (1) + 4 = 5
Recharge Force Missile, Arcane 6: 1d12 + 5 ⇒ (1) + 5 = 6

Clairvoyance, Force Missile, and Augury are recharged. Elixir of Healing is banished.

Ezren resets his hand.

Ezren wrote:

Hand: Full Pouch, Potion of Healing, Fire Bolt, Rodrick, Bracers of Greater Protection, Locate Object, Ambrosia,

Displayed: Grounded Studded Leather,
Deck: 8 Discard: 1 Buried: 1
Current Location: Deeper Dungeons
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, Shy Ratani, Vreva Jhafae, Gem of Mental Acuity, Zellara's Harrow Deck
Recharged: Augury, Clairvoyance, Force Missile (Core),
Discard Pile: Swipe,
Buried Pile: Hrym,

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: • 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: 13, Mavaro/ScorchedOne

Random Cards:

Monsters
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:
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.

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

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

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.

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

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

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

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

Spoiler:
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:
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.

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

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

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

Spoiler:
Headband of 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 Force Missile
RotR
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand
To Acquire:
Intelligence
Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

Spoiler:
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:
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:
Ilsoari Gandethus
RotR
Ally 1
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 7
OR Charisma
Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Blessings
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 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 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.

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 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: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 1 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 2 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 2 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 3 Celeste/EmpTyger:
Spoiler:
Hourglass Card 3 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 4 Ezren/Akaitora:
Spoiler:
Hourglass Card 4 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 5 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 5 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 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 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 8 Celeste/EmpTyger:
Spoiler:
Hourglass Card 8 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 9 Ezren/Akaitora:
Spoiler:
Hourglass Card 9 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 10 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 10 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 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 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 Celeste/EmpTyger:
Spoiler:
Hourglass Card 13 Celeste/EmpTyger
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Ezren/Akaitora:
Spoiler:
Hourglass Card 14 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 15 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 15 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 16 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 16 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 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.

Location #1: Deeper Dungeons
Closed
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Oloch/agent_eclipse, Ezren/Akaitora, None

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

General Store Card 1 (Belt of Giant Strength):
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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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

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: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Apothecary Card 1:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Apothecary Card 2:
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 3:
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 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.
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.

Location #7: Mill
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Harsk/MauveAvengr, None


Deck Handler
Mavaro wrote:

Hand: Shrunken Head, Bird Feather Tokens, Planchette, Starknife +2, Sign of the Rider, Candle of Spirit Protection,

Displayed:
Deck: 7 Discard: 2 Buried: 1
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 Stranger, Cleric of Nethys, Chronicler, The Missing Eye, Sign of the Pack, Magnifying Glass
Recharged: Venomous Fighting Fan +1,
Discard Pile: Clinging Venom, Sign of the Lantern Bearer,
Buried Pile: Cure,

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 head to the warrens and walk straight into an Ambush.

Knowing that evil lurked there, Mavaro headed to the Warrens.

Explore 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.

Perception 9: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11 Despite having perception 1d8+2, I can use knowledge which is technically +1 higher.

Success, explore again.

Mavaro sees the ambush coming and decides to turn down a different path.

Explore 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.

Thinking himself very wise, it comes as a great shock to Mavaro when he avoids an ambush only to march almost directly into a Stone Giant.

Will recharge Planchette to put The Missing Eye on top of deck to gain Melee. Discard Starknife +2.

Combat 16: 1d8 + 2 + 1 + 1d4 + 2 + 2d4 ⇒ (4) + 2 + 1 + (4) + 2 + (2, 2) = 17 Whew, cut it a little close, but I did have bird feather tokens if necessary.

After a well-fought battle, Mavaro stands victorious over the stone giant.

"Well then... that's enough for one day."

Mavaro wrote:

Hand: Shrunken Head, Bird Feather Tokens, The Missing Eye, Sign of the Pack, Sign of the Rider, Candle of Spirit Protection,

Displayed:
Deck: 6 Discard: 3 Buried: 1
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 Stranger, Magnifying Glass, Chronicler, Venomous Fighting Fan +1, Cleric of Nethys
Recharged: Planchette,
Discard Pile: Clinging Venom, Sign of the Lantern Bearer, Starknife +2,
Buried Pile: Cure,

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.


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: Discard Blessing of Milani for Ezren

Turn: Turn 14 - Blessing of Pharasma

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.

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

Move: Move to Apothecary

May now examine top card of Apothecary. Mavaro would have added a random monster to Apothecary due to Warrens power. Will just choose a random monster. Ghoul

Ghoul:
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.

Explore: Ghoul

Will reveal Hawkmoon Bow to do Ranged+2d6+2

Combat 11: 1d10 + 5 + 2d6 + 2 ⇒ (6) + 5 + (4, 3) + 2 = 20

Defeated. Discard Saber Toothed-Tiger to explore again.

Explore 2: 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.

Acquire.

End Turn: Reset hand.

Examine top card of location. Examine Heavy Pick +1

Heavy Pick +1:
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.

[u]Summary[/u]:
Move: Mill -> Apothecary
Acquired: Apothecary Card 1: Blessing of the Gods
Banished: Apothecary Card 0: Ghoul
Examined: N/a
Random Card(s) Random Monster 1: Ghoul
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Harsk wrote:

Hand: Hawkmoon Bow, Arrow Catching Studded Leather, Headband of Inspired Wisdom, Emerald of Dexterity, Archer's Bracers, Blessing of the Gods (acq),

Displayed:
Deck: 8 Discard: 5 Buried: 1
Current Location: Apothecary
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): Frost Longbow +1, Deathbane Light Crossbow +1, Giant Badger, Goblinvine, Blessing of Thoth, Demonbane Light Crossbow +1
Recharged: Javelin of Lightning, Cure,
Discard Pile: Blessing of Lamashtu, Blessing of Gozreh, Blessing of the Green Faith, Blessing of Milani, Saber-Toothed Tiger,
Buried Pile: Blessing of Erastil,

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.


Botting Oloch. Hour is Pharasma

Oloch moves to Apothecary.

Explore: Heavy Pick +1

Heavy Pick +1:
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.

Melee 11: 1d10 + 4 ⇒ (8) + 4 = 12

Acquire, but will discard at EOT

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


Female Naga Sorcerer/Astrologer Deck Handler

(During Mavaro's turn)
Banishing Wand of Enervation to recovery to offset the +4 Ambush penalty
Difficulty decrease: -1d4 - 4 ⇒ -(1) - 4 = -5
Mavaro's Stone Giant Combat difficulty was reduced by -5, so it was still defeated.
Recovery:
Arcane 8: 1d10 + 4 ⇒ (8) + 4 = 12
Wand of Enervation is recharged

(Celeste's turn)
Hourglass 3: Sarenrae o'clock
Recharging Force Missile to examine Warrens 3: 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.

Moving to Apothecary
Exploring Apothecary 3: 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.

WIS 4: 1d6 ⇒ 4
Detect Evil is acquired

Banishing Detect Evil to recovery to examine Apothecary 4: Tyrant Troll

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.

Ending turn.
Recovery: Detect Evil is banished.
Resetting hand

Today's Horoscope: When the moon is full, fatigue prevents any additional surprises.
When the moon is in Sarenrae, evil lurks nearby, but nothing can be done about it just yet.
Sharp knives will await within the warrens. The apothecary will soon find a troll.

Celeste wrote:

Hand: Ice Storm, Acadamae Scholar, Wand of Flame, Aqueous Orb, Scorching Ray, Cloak of Elvenkind, Sihedron Medallion,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes:
Ask before using:
Can use without asking:

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:
Warrens 3 is examined (Dagger +1).
Apothecary 3 is banished.
Apothecary 4 is examined (Tyrant Troll).
Celeste is at Apothecary.


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: 17, Ezren/Akaitora

Random Cards:

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

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

Spoiler:
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:
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.

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

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

Weapons
Spoiler:
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:
Throwing Axe
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spells
Spoiler:
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:
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:
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:
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:
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 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 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 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:
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.

Items
Spoiler:
Wand of Force Missile
RotR
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand
To Acquire:
Intelligence
Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
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:
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:
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:
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.

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

Spoiler:
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:
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:
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:
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.

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

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

Spoiler:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 Gorum:
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.

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 1 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 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 Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 4 Celeste/EmpTyger:
Spoiler:
Hourglass Card 4 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 5 Ezren/Akaitora:
Spoiler:
Hourglass Card 5 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 6 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 6 Mavaro/ScorchedOne
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 7 Harsk/MauveAvengr
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 8 Oloch/agent_eclipse
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 9 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 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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 11 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 12 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 12 Harsk/MauveAvengr
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 13 Oloch/agent_eclipse
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

General Store Card 1 (Belt of Giant Strength):
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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 1 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Warrens Card 1 (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.
Warrens 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.
Warrens Card 3:
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 4:
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 5:
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 6:
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 7:
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 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.

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: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Celeste/EmpTyger, Harsk/MauveAvengr, None

Apothecary 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.
Apothecary Card 2:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Dark Archive

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

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

At the start of his turn, Ezren examines the top card of his deck: Vreva Jhafae. Not a spell.

Ezren will move to the Apothecary

Ezren will then explore and encounter Apothecary Card 1: Tyrant Troll. For his check to defeat, Ezren will use Fire Bolt to use his Arcane +3d6, and add 1d8 thanks to the troll's power.

CtD Combat, Arcane 15: 1d12 + 5 + 3d6 + 1d8 ⇒ (10) + 5 + (2, 5, 5) + (5) = 32

Defeated! Ezren can attempt to close his location.

Closing Apothecary, Craft 6: 1d12 + 4 ⇒ (7) + 4 = 11

Apothecary is closed!

Ezren will then banish Potion of Healing to heal Harsk.

Healing Harsk: 1d4 + 1 ⇒ (3) + 1 = 4

Ezren will then end his turn. During recovery, he attempts to recover Fire Bolt. Then he will reset his hand.

Recover Fire Bolt, Arcane 10: 1d12 + 5 ⇒ (12) + 5 = 17

Ezren wrote:

Hand: Full Pouch, Shy Ratani, Vreva Jhafae, Rodrick, Bracers of Greater Protection, Locate Object, Ambrosia,

Displayed: Grounded Studded Leather,
Deck: 7 Discard: 1 Buried: 1
Current Location: Deeper Dungeons
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): Gem of Mental Acuity, Harrowstrike, Zellara's Harrow Deck
Recharged: Augury, Clairvoyance, Force Missile (Core), Fire Bolt,
Discard Pile: Swipe,
Buried Pile: Hrym,

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: • 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: 18, Mavaro/ScorchedOne

Random Cards:

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

Spoiler:
Giant Hermit Crab
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

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

Spoiler:
Spectre
RotR
Monster C
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

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.

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

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

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

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

Spoiler:
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.

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

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

Spoiler:
Web
RotR
Spell 2
Traits:
Arcane
Attack
Elite
Magic
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
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:
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 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.

Allies
Spoiler:
Ilsoari Gandethus
RotR
Ally 1
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 7
OR Charisma
Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Spoiler:
Shalelu Andosana
RotR
Ally B
Traits:
Elf
Scout
To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

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

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

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

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

Current Hour:

Blessing of Gorum:
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.

Hours Remaining: 12

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 1 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 2 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 2 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 3 Celeste/EmpTyger:
Spoiler:
Hourglass Card 3 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 4 Ezren/Akaitora:
Spoiler:
Hourglass Card 4 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 5 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 5 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 6 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 6 Harsk/MauveAvengr
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 7 Oloch/agent_eclipse
Blessing of 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 Celeste/EmpTyger:
Spoiler:
Hourglass Card 8 Celeste/EmpTyger
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Ezren/Akaitora:
Spoiler:
Hourglass Card 9 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 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 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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Oloch/agent_eclipse, None

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

General Store Card 1 (Belt of Giant Strength):
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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 1 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Warrens Card 1 (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.
Warrens 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.
Warrens Card 3:
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 4:
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 5:
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 6:
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 7:
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 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.

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: None

Location #6: 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, Ezren/Akaitora, Harsk/MauveAvengr, None

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


Deck Handler
Mavaro wrote:

Hand: Shrunken Head, Bird Feather Tokens, The Missing Eye, Sign of the Pack, Sign of the Rider, Candle of Spirit Protection,

Displayed:
Deck: 6 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Feel free to use signs if they would recharge.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Venomous Fighting Fan +1, Chronicler, Sign of the Stranger, Magnifying Glass, Cleric of Nethys
Recharged: Planchette,
Discard Pile: Clinging Venom, Sign of the Lantern Bearer, Starknife +2,
Buried Pile: Cure,

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 heads to the Warrens, hopeful that he can assist there with the clearing of the area.

Explore 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.

Dexterity 6: 1d6 ⇒ 1

Discard Sign of the Pack to explore.

Explore 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.

Combat 15: 1d6 + 1d8 + 1 + 1d6 + 4 + 1d6 + 1d8 ⇒ (2) + (3) + 1 + (1) + 4 + (5) + (3) = 19 Bury top card of deck for 1d6 and fire. Reveal Missing Eye but act as if recharged.

Dexterity 6: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 Closed and victory?

Mavaro comes across a dagger, which he doesn't bother picking up because he doesn't realize it is magical in nature. He takes his blade and wreathing it in fire plunges it straight into the heart of the troll.


Box Runner

Development
You fended off the furious trolls, who obviously didn’t care that you had nothing to do with the repeated agony to which Alaznist subjected them, let alone the thousands of years they spent in magically induced stasis. The cruelties the trolls endured in the name of research are nearly too immense to comprehend, based on the runelord’s notes. Much of it seemed to be just for Alaznist’s amusement.

Your mind wanders to the details you read before the trolls attacked, and you recall mentions of great investments sunk into the areas beyond. If the treasures you’ve already found weren’t even worth mentioning in the parchments, the riches that lie ahead must be truly valuable indeed. That familiar nagging returns to your thoughts—you must rush forward before others steal your hardearned prizes!

Reward:
you earn one hero point
Each character chooses armor, ally, or blessing and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Tentative Deck upgrades:
Brodert Quink (Ally 2)

Blessing of the Gods (Blessing B)

Bracers of Greater Protection (Item 4)
Headband of Inspired Wisdom (Item 4)
Belt of Incredible Dexterity (Item 3)
Cloak of Elvenkind (Item 2)
Token of Remembrance (Item B)
Potion of Healing (Item B)

Teleport (Spell 4)
Detect Evil (Spell B)

Vicious Trident +1 (Weapon 3)
Heavy Pick +1 (Weapon 2)


Box Runner

2-4C: WHAT POISON HATH WROUGHT
Powering through the Wrathworks has been no easy task, but the farther you adventure into this treacherous place, the more that a pounding covetousness drives you. You now have evidence from Alaznist’s notes that tremendous wealth lies deeper in the Wrathworks, and you want it. You desperately need it, not because of simple avarice, but because you have gained a deep understanding of the runelords’ power and resources, and you intend to claim their legacies for yourself. You know, deep in your belly, that you deserve nothing less. And nothing will stop you from taking what’s yours.

Winding through the maze-like corridors, though, it’s becoming difficult to imagine that great spoils are still truly at hand. Here and there, the ceilings are caving in. In a few places, you have to crawl over collapsed corners and bash down rotten doors. You’re beginning to feel like a fool for your excitement.

Until you see it.

Suddenly, the crumbling tunnels give way to a magnificent sight. Before you is a room with dusty, marble-lined walls fronted by elaborately carved workbenches. On these are what seem to be ancient alchemy labs, complete with gold-plated equipment and boxes full of loose gemstones—material components for the strange magic once practiced here, you assume.

Scattered throughout the laboratory are the remains of those who likely worked here all those millennia ago. It’s a grisly scene, but the bones and strangely bloated entrails seem just as dusty as the rest of the room. A sense of urgency pulls you toward the glittering prizes; they must be yours before anyone else comes to claim them.

Looking up into the gloom beyond, your fingers buried in the boxes of gems, you notice subtle but chilling movement in the shadows. And are those bones stirring? This might not be as easy as you thought!

Villain: Black Monk:

The Black Monk
RotR Villain 4
Type: Monster
Traits: Monk Mummy Undead
To Defeat: Combat 20
The Black Monk is immune to the Mental and Poison traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4. If undefeated, after the encounter, bury your discard pile.
Henchmen: Undead Poisoners:

Undead Poisoner
None Henchman 4
Type: Monster
Traits: Rogue Undead
To Defeat: Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage. Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards. If the check to defeat has the Piercing trait, subtract 3. 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 exchange it for a card in your hand.

Villain: Black Monk
Henchmen: Undead Poisoners

Scenario Level (#): 4

Turn: 1, Harsk

Random Cards:

Monsters
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:
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.

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:
Spectre
RotR
Monster C
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

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:
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:
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:
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:
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.

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

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

Spoiler:
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:
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:
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.

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

Armors
Spoiler:
Elven Chain Shirt
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Magic 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.

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

Spoiler:
Cape of Escape
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

Spoiler:
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:
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:
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.

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

Blessings
Spoiler:
Blessing of 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 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 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:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]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 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 3 Celeste/EmpTyger:
Spoiler:
Hourglass Card 3 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 4 Ezren/Akaitora:
Spoiler:
Hourglass Card 4 Ezren/Akaitora
Blessing of Erastil
RotR
Blessing C
Traits:
Divine
Erastil
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 combat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 5 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 5 Mavaro/ScorchedOne
Blessing of 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 6 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 6 Harsk/MauveAvengr
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 7 Oloch/agent_eclipse
Blessing of Gorum
RotR
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 8 Celeste/EmpTyger:
Spoiler:
Hourglass Card 8 Celeste/EmpTyger
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 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 Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 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 Torag
RotR
Blessing C
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 14 Ezren/Akaitora:
Spoiler:
Hourglass Card 14 Ezren/Akaitora
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 15 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 15 Mavaro/ScorchedOne
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 16 Harsk/MauveAvengr
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 17 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 17 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 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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 20 Mavaro/ScorchedOne
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 21 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 21 Harsk/MauveAvengr
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 22 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 22 Oloch/agent_eclipse
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 23 Celeste/EmpTyger:
Spoiler:
Hourglass Card 23 Celeste/EmpTyger
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 24 Ezren/Akaitora:
Spoiler:
Hourglass Card 24 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 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.
Hourglass Card 26 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 26 Harsk/MauveAvengr
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 27 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 27 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 28 Celeste/EmpTyger:
Spoiler:
Hourglass Card 28 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 29 Ezren/Akaitora:
Spoiler:
Hourglass Card 29 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 30 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 30 Mavaro/ScorchedOne
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.

Location #1: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: 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: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
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: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: 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 #6: 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

Location #7: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None


Female Naga Sorcerer/Astrologer Deck Handler

Hero Point: Card Feat: 5 blessings (taking Blessing B of the Gods)
Upgrading Item B Sage's Journal into Item 4 Necklace of Fireballs
Replacing Necklace of Fireballs with Loot Item Sihedron Medallion
Starting at Desecrated Vault

Celeste noticed a strand of red gems, and she slipped her neck through. "The orbs burn bright," she observed with a sigh. "Even though nothing burns so bright as the moon above." The sky would be waiting for her when she emerged, but in the meantime, there was so much of value to claim within this unholy vault.

Celeste wrote:

Hand: Blessing of the Gods (discard to bless; can copy hour powers), Life Drain, Fiery Glare, Shy Ratani, Scorching Ray, Aqueous Orb, Blessing of Pharasma (discard to bless/double bless if spell is cast),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Ask before using:
Can use without asking: Blessing of the Gods; Blessing of Pharasma

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

Grand Lodge

Deck Handler

Stating Location: Shrine to Lamashtu.

Oloch wrote:

Hand: Shock Greatsword +2, Prayer, Divine Fortune (D), Commune, Flaming Mace,

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): Divine Fortune (WP), The Empty Throne, Blessing of Gorum, Shock Glaive, Sacred Candle, Gray Maiden Plate, Helm of the Valkyrie, Blessing of Kols, Blessing of Abadar, Abadar's Law, Mokmurian's Club, Cure, Blessing of Sarenrae
Recharged:
Discard Pile:
Buried Pile:

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

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


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 Glassworks.

Upgrade Cure to Aspect of the Bull

Harsk wrote:

Hand: Frost Longbow +1, Aspect of the Bull, Arrow Catching Studded Leather, Archer's Bracers, Emerald of Dexterity, Blessing of Lamashtu,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Glassworks
Hero Points: 4
Reroll: 2-4C 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): Javelin of Lightning, Blessing of Thoth, Hawkmoon Bow, Saber-Toothed Tiger, Blessing of Gozreh, Deathbane Light Crossbow +1, Demonbane Light Crossbow +1, Giant Badger, Goblinvine, Blessing of the Green Faith, Blessing of Milani, Blessing of Erastil
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.


Box Runner

Ezren and Mavaro can still pick starting locations

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 exchange it for a card in your hand.

Villain: Black Monk
Henchmen: Undead Poisoners

Scenario Level (#): 4

Turn: 1, Harsk/MauveAvengr

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

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

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

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

Weapons
Spoiler:
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:
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:
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:
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:
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.

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

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

Spoiler:
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:
Elven Chain Shirt
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

Spoiler:
Blessing of 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 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 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.

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 Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 2 Celeste/EmpTyger:
Spoiler:
Hourglass Card 2 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 3 Ezren/Akaitora:
Spoiler:
Hourglass Card 3 Ezren/Akaitora
Blessing of Erastil
RotR
Blessing C
Traits:
Divine
Erastil
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 combat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 4 Mavaro/ScorchedOne
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 Gorum
RotR
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Celeste/EmpTyger:
Spoiler:
Hourglass Card 7 Celeste/EmpTyger
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 8 Ezren/Akaitora:
Spoiler:
Hourglass Card 8 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 9 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 9 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 10 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 10 Harsk/MauveAvengr
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 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 Torag
RotR
Blessing C
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 13 Ezren/Akaitora:
Spoiler:
Hourglass Card 13 Ezren/Akaitora
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 14 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 14 Mavaro/ScorchedOne
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 15 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 15 Harsk/MauveAvengr
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 16 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 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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 19 Mavaro/ScorchedOne
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 20 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 20 Harsk/MauveAvengr
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 21 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 21 Oloch/agent_eclipse
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 22 Celeste/EmpTyger:
Spoiler:
Hourglass Card 22 Celeste/EmpTyger
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 23 Ezren/Akaitora:
Spoiler:
Hourglass Card 23 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 24 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 24 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.
Hourglass Card 25 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 25 Harsk/MauveAvengr
Blessing of Gozreh
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 26 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 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 29 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 29 Mavaro/ScorchedOne
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.

Location #1: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Celeste/EmpTyger, Ezren/Akaitora, Mavaro/ScorchedOne, None

Desecrated Vault 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.
Desecrated Vault Card 2:
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.
Desecrated Vault Card 3:
Enchanter
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Desecrated Vault Card 4:
Staff of Heaven and Earth
RotR
Item 4
Traits:
Magic
Staff
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Desecrated Vault Card 5:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
Desecrated Vault 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.
Desecrated Vault Card 7:
Goblin Commando
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Desecrated Vault Card 8:
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.
Desecrated Vault Card 9:
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.
Desecrated Vault Card 10:
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.

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
General Store Card 1:
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.
General Store Card 2:
Necklace of Fireballs
RotR
Item 4
Traits:
Accessory
Attack
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
General Store Card 3:
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.
General Store Card 4:
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.
General Store 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.
General Store Card 6:
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.
General Store Card 7:
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.
General Store Card 8:
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.
General Store Card 9:
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.
General Store Card 10:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
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: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Junk Beach Card 1:
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.
Junk Beach Card 2:
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.
Junk Beach Card 3:
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.
Junk Beach Card 4:
Goblin Warrior
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Junk Beach Card 5:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Junk Beach Card 6:
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.
Junk Beach Card 7:
Frost Longbow +1
RotR
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
Junk Beach Card 8:
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.
Junk Beach Card 9:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
Junk Beach Card 10:
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.

Location #4: Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Harsk/MauveAvengr, None
Glassworks Card 1 (Wand of Force Missile):
Wand of Force Missile
RotR
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand
To Acquire:
Intelligence
Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Glassworks Card 2:
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.
Glassworks Card 3:
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.
Glassworks 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.
Glassworks Card 5:
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.
Glassworks 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.
Glassworks Card 7:
Cat
RotR
Ally 3
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 8
Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.
Glassworks Card 8:
Aid
RotR
Spell C
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Glassworks Card 9:
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.
Glassworks Card 10:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: 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:
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.
Warrens Card 2:
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.
Warrens Card 3:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrens Card 4:
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.
Warrens Card 5:
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.
Warrens Card 6:
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.
Warrens 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.
Warrens Card 8:
Zombie Horde
RotR
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Warrens Card 9:
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.
Warrens Card 10:
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.

Location #6: 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
Mill Card 1:
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.
Mill Card 2:
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.
Mill Card 3:
Door Spike
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
Mill Card 4:
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 5:
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.
Mill Card 6:
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.
Mill Card 7:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
Mill Card 8:
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.
Mill Card 9:
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.
Mill Card 10:
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.

Location #7: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Oloch/agent_eclipse, None
Shrine to Lamashtu Card 1:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Shrine to Lamashtu Card 2:
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.
Shrine to Lamashtu Card 3:
The Black Monk
RotR
Villain 4
Type: Monster
Traits:
Monk
Mummy
Undead
To Defeat:
Combat 20
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.
Shrine to Lamashtu Card 4:
Mammoth
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
Shrine to Lamashtu Card 5:
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.
Shrine to Lamashtu Card 6:
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.
Shrine to Lamashtu Card 7:
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.
Shrine to Lamashtu 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.
Shrine to Lamashtu Card 9:
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.
Shrine to Lamashtu Card 10:
Blessing of Sarenrae
RotR
Blessing C
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.


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: Forgot to mention: Upgrade Archer's Bracers to Belt of Incredible Dexterity

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: Display Aspect of the Bull

Harsk will examine top card of location deck. Examine Wand of Force Missile

Move: Move to Mill

Can examine top card of location. Examine Blessing of Lamashtu

Explore: Blessing of Lamashtu

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.

Aspect of the Bull adds 1 die.

Divine 5: 2d6 + 3 ⇒ (4, 1) + 3 = 8

Acquired! Discard to explore again.

Explore 2: Ghoul

Ghoul:
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.

Reveal Frost Longbow +1 to do Ranged+Strength die+1. Reveal Belt of Incredible Dexterity to add 1.

Combat 11: 1d10 + 5 + 1d6 + 1 ⇒ (8) + 5 + (5) + 1 = 19

Defeated!

End Turn: Reset hand.

Examine top card of location. Examine Door Spike

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

[u]Summary[/u]:
Move: Glassworks -> Mill
Acquired: Mill Card 1: Blessing of Lamashtu
Banished: Mill Card 2: Ghoul
Examined: Glassworks Card 1: Wand of Force Missile; Mill Card 3: Door Spike
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Harsk wrote:

Hand: Frost Longbow +1, Arrow Catching Studded Leather, Belt of Incredible Dexterity, Emerald of Dexterity, Giant Badger, Blessing of Lamashtu,

Displayed: Aspect of the Bull,
Deck: 11 Discard: 1 Buried: 0
Current Location: Mill
Hero Points: 4
Reroll: 2-4C not used
NOTES:
Available Support: Recharge card to add 1d4 to combat check at distant location
Blessing
Bows
Other: Hi I'm Harsk. Please bot me if I need to Guard my location

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Thoth, Hawkmoon Bow, Blessing of Erastil, Saber-Toothed Tiger, Blessing of Milani, Blessing of Gozreh, Blessing of the Green Faith, Demonbane Light Crossbow +1, Deathbane Light Crossbow +1, Javelin of Lightning, Goblinvine
Recharged:
Discard Pile: Blessing of Lamashtu (acq),
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 will be starting at the Mill.

Ezren wrote:

Hand: Shadowless Sword, Grounded Studded Leather, Rodrick, Fire Bolt, Full Pouch, Clairvoyance, Locate Object,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Mill
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): Ambrosia, Shy Ratani, Elixir of Focus, Augury, Harrowstrike, Hrym, Vreva Jhafae, Swipe, Elixir of Healing, Zellara's Harrow Deck, Twitch Tonic, Force Missile (Core)
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 will start at the General Store.

Mavaro wrote:

Hand: Kinetic Blast, Sign of the Stranger, Starknife +2, Candle of Spirit Protection, Sign of the Pack, Clinging Venom,

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): The Missing Eye, Chronicler, Sign of the Lantern Bearer, Stalking Armor, Bird Feather Tokens, Cure, Cleric of Nethys, Venomous Fighting Fan +1, Sign of the Rider, Shrunken Head, Vril Staff
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.

Grand Lodge

Deck Handler

Ugh, didn't notice it was my turn. Saw starting locations and didn't realize Harsk has gone.

Explore Shrine to Lamashtu Card 1: Blessing of The Gods.
Discard Flaming Mace and Divine Fortune to damage.

Bury Commune to draw Random Blessing 1: Blessing of Iomedae.

Discard Blessing of The Gods to Explore Card 2: Pit Trap.
Discard Blessing of Iomedae to Bless.
Wisdom 7: 1d8 + 1 + 1d8 ⇒ (5) + 1 + (8) = 14 Defeated.

Discard Prayer to Examine then Encounter Card 3: The Black Monk.
Auto-fail Constitution check.
Recharge Shock Greatsword +2/
Combat 24: 1d10 + 3 + 2 + 2d6 + 2 + 1d10 ⇒ (8) + 3 + 2 + (2, 6) + 2 + (8) = 31
Shrine is closed.

"

Oloch wrote:

Hand: Blessing of Kols, The Empty Throne, Cure, Mokmurian's Club, Blessing of Sarenrae, Gray Maiden Plate,

Displayed:
Deck: 8 Discard: 5 Buried: 1
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 Gorum, Abadar's Law, Helm of the Valkyrie, Blessing of Abadar, Shock Glaive, Sacred Candle, Divine Fortune (WP)
Recharged: Shock Greatsword +2,
Discard Pile: Divine Fortune (D), Flaming Mace, Blessing of The Gods, Blessing of Iomedae, Prayer,
Buried Pile: 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

(During Oloch's turn)
Guarding Desecrated Vault:
WIS 6: 1d6 ⇒ 2
Desecrated Vault remains open

Today's Horoscope: When the moon is in Desna, let someone with hands be in charge of closing the vault door.


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

Oloch encountered the villain, The Black Monk. Harsk will attempt to guard his location.

Perception 6: 1d6 + 3 ⇒ (1) + 3 = 4

Glassworks is unguarded.


Deck Handler

Mavaro chooses not to guard as he'd have to banish.

Dark Archive

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

During Oloch's turn, Ezren will attempt to Guard Mill.

For his non-intelligence check, Ezren discards Full Pouch to add his Intelligence.

Guarding Mill, Dexterity 8: 1d12 + 3 + 1d6 ⇒ (10) + 3 + (4) = 17

The Mill is guarded!

Ezren wrote:

Hand: Shadowless Sword, Grounded Studded Leather, Rodrick, Fire Bolt, Clairvoyance, Locate Object,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Mill
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, Twitch Tonic, Vreva Jhafae, Swipe, Ambrosia, Augury, Force Missile (Core), Elixir of Focus, Zellara's Harrow Deck, Elixir of Healing, Hrym, Shy Ratani
Recharged:
Discard Pile: Full Pouch,
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: • At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

Villain: Black Monk
Henchmen: Undead Poisoners

Scenario Level (#): 4

Turn: 3, Celeste/EmpTyger

Random Cards:

Monsters
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:
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:
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:
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:
Siren
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

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

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

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

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

Spoiler:
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:
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:
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.

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

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

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

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

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

Spoiler:
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:
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.

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

Spoiler:
Shalelu Andosana
RotR
Ally B
Traits:
Elf
Scout
To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Spoiler:
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:
Lizard
RotR
Ally 4
Traits:
Animal
Arcane
To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to succeed at your Stealth or Survival check.
Discard this card to explore your location.

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

Spoiler:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Sarenrae:
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.

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/Akaitora:
Spoiler:
Hourglass Card 1 Ezren/Akaitora
Blessing of Erastil
RotR
Blessing C
Traits:
Divine
Erastil
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 combat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 2 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 2 Mavaro/ScorchedOne
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 Gorum
RotR
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 5 Celeste/EmpTyger:
Spoiler:
Hourglass Card 5 Celeste/EmpTyger
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 6 Ezren/Akaitora:
Spoiler:
Hourglass Card 6 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 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 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 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 9 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 10 Celeste/EmpTyger:
Spoiler:
Hourglass Card 10 Celeste/EmpTyger
Blessing of Torag
RotR
Blessing C
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 11 Ezren/Akaitora:
Spoiler:
Hourglass Card 11 Ezren/Akaitora
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 12 Mavaro/ScorchedOne
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 13 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 13 Harsk/MauveAvengr
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 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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Ezren/Akaitora:
Spoiler:
Hourglass Card 16 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 17 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 17 Mavaro/ScorchedOne
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 18 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 18 Harsk/MauveAvengr
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 19 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 19 Oloch/agent_eclipse
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 20 Celeste/EmpTyger:
Spoiler:
Hourglass Card 20 Celeste/EmpTyger
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 21 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 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 23 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 23 Harsk/MauveAvengr
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 24 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 24 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 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 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 27 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 27 Mavaro/ScorchedOne
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.

Location #1: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Celeste/EmpTyger, None

Desecrated Vault Card 1:
Staff of Heaven and Earth
RotR
Item 4
Traits:
Magic
Staff
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Desecrated Vault Card 2:
Goblin Commando
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Desecrated Vault Card 3:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
Desecrated Vault Card 4:
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.
Desecrated Vault Card 5:
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.
Desecrated Vault 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.
Desecrated Vault Card 7:
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.
Desecrated Vault Card 8:
Enchanter
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Desecrated Vault Card 9:
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.
Desecrated Vault Card 10:
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.
Desecrated Vault Card 11:
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.

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 ?: 2
Located/Displayed Here: Mavaro/ScorchedOne, None
General Store Card 1:
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.
General Store Card 2:
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.
General Store Card 3:
Ogre
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
General Store Card 4:
Necklace of Fireballs
RotR
Item 4
Traits:
Accessory
Attack
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
General Store Card 5:
Siren
RotR
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
General Store Card 6:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
General Store Card 7:
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.
General Store Card 8:
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.
General Store Card 9:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
General Store Card 10:
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.
General Store Card 11:
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.

Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
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: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Junk Beach Card 1:
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.
Junk Beach Card 2:
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.
Junk Beach Card 3:
The Black Monk
RotR
Villain 4
Type: Monster
Traits:
Monk
Mummy
Undead
To Defeat:
Combat 20
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.
Junk Beach Card 4:
Goblin Warrior
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Junk Beach Card 5:
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.
Junk Beach Card 6:
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.
Junk Beach Card 7:
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.
Junk Beach Card 8:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
Junk Beach Card 9:
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.
Junk Beach Card 10:
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.
Junk Beach Card 11:
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.

Location #4: Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Wand of Force Missle
Glassworks Card 1:
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.
Glassworks Card 2:
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.
Glassworks Card 3:
Venomous Dagger +2
RotR
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
Glassworks Card 4:
Aid
RotR
Spell C
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Glassworks Card 5:
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.
Glassworks Card 6:
Wand of Force Missile
RotR
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand
To Acquire:
Intelligence
Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Glassworks Card 7:
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.
Glassworks Card 8:
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.
Glassworks Card 9:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
Glassworks Card 10:
Cat
RotR
Ally 3
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 8
Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.
Glassworks Card 11:
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.

Location #5: 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 ?: 2
Located/Displayed Here: None
Warrens Card 1:
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.
Warrens Card 2:
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.
Warrens Card 3:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrens 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.
Warrens Card 5:
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.
Warrens Card 6:
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.
Warrens Card 7:
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.
Warrens Card 8:
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.
Warrens Card 9:
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.
Warrens Card 10:
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.
Warrens Card 11:
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.

Location #6: 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: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Akaitora, Harsk/MauveAvengr, None
Mill Card 1 (Door Spike):
Door Spike
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
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:
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.
Mill Card 4:
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.
Mill Card 5:
Undead Poisoner
None
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
Mill Card 6:
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.
Mill Card 7:
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.
Mill Card 8:
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.

Location #7: Shrine to Lamashtu
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Oloch/agent_eclipse, None


Female Naga Sorcerer/Astrologer Deck Handler

Hourglass: Sarenrae o'clock
Recharging Scorching Ray to examine Warrens 1: Shortspear +3

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.

Exploring Desecrated Vault 1: Staff of Heaven and Earth

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

Recharging Shy Ratani
Arcane 8: 1d10 + 4 + 1d8 ⇒ (3) + 4 + (8) = 15
Staff of Heaven and Earth is acquired

Discarding Blessing of the Gods to explore Desecrated Vault 2: Goblin Commando

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.

Discarding Staff of Heaven and Earth for 1 Ranged Combat damage
Banishing Life Drain to recovery
Combat 9: 1d10 + 4 + 2d4 ⇒ (3) + 4 + (4, 1) = 12
Life Drain: Staff of Heaven and Earth is healed
Goblin Commando is banished

Discarding Blessing of Pharasma to explore Desecrated Vault 3: Undead Poisoner

Undead Poisoner:
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.

Oloch recharges Blessing of Sarenrae matching hour
CON 9: 3d6 ⇒ (5, 3, 6) = 14
Displaying and banishing Aqueous Orb to recovery. Harsk fires an arrow
Combat 18: 1d10 + 4 + 3d6 + 1d4 ⇒ (6) + 4 + (3, 3, 1) + (4) = 21
Desecrated: 1d6 ⇒ 6
Undead Poisoner is banished
Closing Desecrated Vault: Harsk discards Blessing of Lamashtu
WIS 6: 2d6 ⇒ (4, 5) = 9
Desecrated Vault is closed

Ending turn. Recharging Fiery Glare to examine General Store 1: Deathbane Light Crossbow +1

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.

Recovery: Life Drain, Aqueous Orb are recharged.
Resetting hand

Today's Horoscope: When the moon is in Sarenrae, the heavens and earth align for the lucky. Goblin arrows are healed by magic. Dwarven arrows help to keep dead away, but a better antidote is available while Sarenrae intersects a water aspect. The minor eclipse of Lamashtu brings an end to desecration.
Melee weapons will be made in the warrens.
Ranged weapons will be bought in the stores.

Celeste wrote:

Hand: Sihedron Medallion, Acadamae Scholar, Blessing of Gozreh (discard to bless/double bless if closing or guarding check), 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 the Starsong (discard to bless/bury to reroll), Scorching Ray, Wand of Flame,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes:
Ask before using: Blessing of the Starsong to reroll
Can use without asking: Blessing of the Starsong to bless; Blessing of the Starsong to reroll villain/henchman/closing/Boon 4; Blessing of Gozreh

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:
Desecrated Vault 1 is acquired.
Desecrated Vault 2, 3 are banished.
Desecrated Vault is closed.
General Store 1 is examined (Deathbane Light Crossbow +1).
Warrens 1 is examined (Shortspear +3).
Harsk recharges a card.
Harsk discards Blessing of Lamashtu.
Oloch recharges Blessing of Sarenrae.

Dark Archive

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

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

At the start of his turn, Ezren examines the top card of his deck: Hrym. Not a spell. It is reloaded.

Between phases, Ezren will cast Clairvoyance to examine Mill Card 1: Door Spikes, Card 2: Headband of Inspired Wisdom, Card 3: Yeth Hound. Ezren will Headband of Inspired Wisdom on top..

Ezren will then explore to encounter Card 2: Headband of Inspired Wisdom.

For his check to acquire, Ezren will discard Fire Bolt to add his Intelligence to his non-Intelligence check.

CtA Wisdom 7: 1d8 + 1d12 + 3 ⇒ (5) + (9) + 3 = 17

Acquired!

Then, Ezren will play Locate object to examine cards until he finds a boon to acquire. He examines Mill Card 1: Door Spike, Card 3: Yeth Hound, Card 4: Magic Leather Armor. Ezren will encounter Magic Leather Armor.

For his check to acquire, Ezren will recharge his Grounded Leather Armor to add 1d4 to his non-combat check against a Magic Card.

CtA Constitution 2: 1d4 + 1d4 ⇒ (3) + (1) = 4

Acquired! Mill is shuffled.

Ezren will then discard Rodrick to draw Full Pouch from his discard pile, then recharge it to examine the top card of Mill.

Top card of Mill: 1d8 ⇒ 1

Alas. Card 1: Door Spike is on top.

Ezren will end his turn. During recovery, he will attempt to recharge his spells.

Recharge Locate Object, Arcane 8: 1d12 + 5 ⇒ (7) + 5 = 12 (Recharged)
Recharge Clairvoyance, Arcane 11: 1d12 + 5 ⇒ (2) + 5 = 7 (Discarded)

Ezren wrote:

Hand: Shadowless Sword, Magic Leather Armor, Headband of Inspired Wisdom, Hrym, Elixir of Focus, Zellara's Harrow Deck, Augury,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Current Location: Mill
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), Swipe, Elixir of Healing, Vreva Jhafae, Harrowstrike, Twitch Tonic, Ambrosia, Shy Ratani
Recharged: Grounded Studded Leather, Full Pouch, Locate Object,
Discard Pile: Fire Bolt, Rodrick, 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: Kinetic Blast, Sign of the Stranger, Starknife +2, Candle of Spirit Protection, Sign of the Pack, Clinging Venom,

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 Lantern Bearer, Cure, Sign of the Rider, Venomous Fighting Fan +1, Chronicler, Stalking Armor, Vril Staff, Shrunken Head, The Missing Eye, Cleric of Nethys, Bird Feather Tokens
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.

Hour is Blessing of Abadar.

Mavaro explores the General Store, spying a nice crossbow in the window.

Explore 1:
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.

He decides against picking it up, as his bags are already quite full and he doesn't want to be overloaded. Auto-fail because dice insufficient and don't want to use powers for a C at this point.

Card not acquired, 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: Harsk/MauveAvengr, Oloch/Agent Eclipse, Celeste/EmpTyger, Ezren/Akaitora, Mavaro/ScorchedOne
Out of Turn Updates: Discard Blessing of Lamashtu and recharge Belt of Incredible Dexterity for Celeste.

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. Examine Door Spike

Move: Move to Glassworks

Can examine top card of location. Examine Shadow

Explore: Shadow

Shadow:
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.

Reveal Frost Longbow +1 to do Ranged+Strength die+1. Aspect of the Bull adds 1 die.

Combat 13: 2d10 + 5 + 1d6 + 1 ⇒ (9, 7) + 5 + (5) + 1 = 27

Defeated. Discard Giant Badger to explore again.

Explore 2: Skull Ripper

Skull Ripper:
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.

Reveal Frost Longbow +1 to do Ranged+Strength die+1.

Combat 14: 1d10 + 5 + 1d6 + 1 ⇒ (4) + 5 + (3) + 1 = 13

Defeated.

End Turn: Reset hand.

Examine top card of location. Examine Venomous Dagger +2

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

[u]Summary[/u]:
Move: Mill -> Glasswork
Acquired: N/a
Banished: Glassworks Cards 1,2: Shadow, Skull Ripper
Examined: Glassworks Card 3: Venomous Dagger +2
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Harsk wrote:

Hand: Frost Longbow +1, Hawkmoon Bow, Demonbane Light Crossbow +1, Arrow Catching Studded Leather, Emerald of Dexterity, Blessing of Thoth,

Displayed: Aspect of the Bull,
Deck: 9 Discard: 2 Buried: 0
Current Location: Glassworks
Hero Points: 4
Reroll: 2-4C 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): Deathbane Light Crossbow +1, Blessing of Gozreh, Blessing of the Green Faith, Goblinvine, Saber-Toothed Tiger, Blessing of Milani, Blessing of Erastil, Javelin of Lightning
Recharged: Belt of Incredible Dexterity,
Discard Pile: Blessing of Lamashtu, Giant Badger,
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.


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

Will use Paizo reroll on the combat vs Skull Ripper

Combat 14 w/ Paizo Reroll: 1d10 + 5 + 3 + 1 ⇒ (3) + 5 + 3 + 1 = 12

Ask Celeste to bury Blessing of the Starsong to reroll.

Combat 14 w/ Blessing reroll: 1d10 + 5 + 1d6 + 1 ⇒ (10) + 5 + (5) + 1 = 21

Much better - defeated.

Grand Lodge

Deck Handler

Off-Turn: Put Cure into Recovery to Heal: 1d4 + 1 ⇒ (1) + 1 = 2 cards. Divine Fortune & Flaming Mace.
Divine 8: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Cure Discarded.

Display Gray Maiden Plate.

Start of Turn: Reset Hand.

Oloch wrote:

Hand: Blessing of Kols, The Empty Throne, Blessing of Abadar, Mokmurian's Club, Abadar's Law,

Displayed: Gray Maiden Plate,
Deck: 9 Discard: 4 Buried: 1
Hero Points: 4

Move to Warrens and Explore Card 1: Shortspear +3.

Recharge Abadar's Law.
Melee 13: 1d10 + 3 + 2 + 1d10 ⇒ (7) + 3 + 2 + (9) = 21 Acquired.

Discard The Empty Throne to Explore Card 2: War Razor +1
Melee 9: 1d10 + 3 + 2 ⇒ (6) + 3 + 2 = 11 Acquired.

Discard Blessing of Kols to Explore Card 3: Undead Poisoner.
Location: 1d3 ⇒ 3 Random Monster 1 to Mill.
BYA: Constitution 9: 1d10 ⇒ 10 No Effect.
Reveal Mokmurian's Club. Discard War Razor +1.
Combat 13: 1d10 + 3 + 2 + 1d10 + 2 + 1d10 ⇒ (10) + 3 + 2 + (3) + 2 + (4) = 24 Defeated.
Recharge random card from discard, Prayer.

Attempting to Close.
Discard Blessing of Abadar.
Dexterity 6: 1d6 + 1d6 ⇒ (1) + (5) = 6 Warrens Closed.

End Turn. Reset Hand.

Oloch wrote:

Hand: Divine Fortune (D), Blessing of Gorum, Shock Greatsword +2, Mokmurian's Club, Shortspear +3,

Displayed: Gray Maiden Plate,
Deck: 8 Discard: 7 Buried: 1
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): Helm of the Valkyrie, Blessing of Sarenrae, Shock Glaive, Divine Fortune (WP), Sacred Candle, Flaming Mace
Recharged: Abadar's Law, Prayer,
Discard Pile: Cure, The Empty Throne, Blessing of The Gods, Blessing of Iomedae, Blessing of Kols, War Razor +1, Blessing of Abadar,
Buried Pile: 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 5: Gorum o'clock
Recharging Acadamae Scholar to examine General Store 2: Giantbane Dagger +1

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.

Moving to Junk Beach
Banishing Augury for monsters to recovery to examine Junk Beach 1: Mercenary, Junk Beach 2: Potion of Ruggedness, Junk Beach 3: The Black Monk

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.

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.

The Black Monk:
RotR
Villain 4
Type: Monster
Traits:
Monk
Mummy
Undead
To Defeat:
Combat 20
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.

Augury: Shuffling Potion of Ruggedness into Junk Beach. Reloading The Black Monk and Mercenary into Junk Beach

(Pausing to discuss whether to go for the villain, and if so for guarding checks)


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

Harsk will attempt to guard.

Perception 6: 1d6 + 3 ⇒ (6) + 3 = 9

Glassworks is guarded!

Dark Archive

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

Ezren will attempt to guard during Celeste's turn. To do so, he will discard Augury to add his Intelligence to the check. He will also ask Celeste to discard Blessing of Gozreh to bless Ezren's check twice.

Guarding Mill, Dexterity 8: 3d6 + 1d12 + 3 ⇒ (6, 2, 5) + (8) + 3 = 24

Guarded! Three times over, even!

Ezren wrote:

Hand: Shadowless Sword, Magic Leather Armor, Headband of Inspired Wisdom, Hrym, Elixir of Focus, Zellara's Harrow Deck,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Current Location: Mill
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): Shy Ratani, Ambrosia, Force Missile (Core), Elixir of Healing, Harrowstrike, Vreva Jhafae, Twitch Tonic, Swipe
Recharged: Grounded Studded Leather, Full Pouch, Locate Object,
Discard Pile: Fire Bolt, Rodrick, Clairvoyance, Augury,
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

(Resuming turn)
Exploring Junk Beach 3: The Black Monk

The Black Monk:
RotR
Villain 4
Type: Monster
Traits:
Monk
Mummy
Undead
To Defeat:
Combat 20
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.

(During guarding)
Recharging Sihedron Medallion to recharge Blessing of Gozreh
Mavaro banishes a Basic card

Black Monk: Celeste cannot make a CON/Fortitude 12 check
Banishing Wand of Flame to recovery and discarding Scorching Ray. Harsk recharges a Bow and fires an arrow. Oloch recharges Blessing of Gorum matching hour.
Combat 20+4=24: 2d6 + 4d6 + 1d10 + 4 + 1d4 + 1d4 ⇒ (6, 6) + (5, 5, 1, 1) + (2) + 4 + (2) + (1) = 33
The Black Monk is banished

Today’s Horoscope: When the moon is in Gorum, the darkness nears, but during the eclipse, flames can illuminate the blackness. Look through a ranger’s glass scope to line up the perfect shots. The conjunction of Gozreh in the 7th house offers swiftness. Even a merchant who will trade in exotic goods still needs to buy basic occult supplies.

We win!


Deck Handler

Mavaro banishes Clinging Venom from hand to guard the general store.


Box Runner

On closing Junk Beach, A greater luckstone (item 4) is acquired)

Development:
A fter you catch your breath, you feel rather sheepish. Tomes about the runelords often mention the Runelord of Envy as an original creator of undead shadows. You should have assumed that some shadows lurked here; luckily, you
fought them off, as well as the disgusting undead creatures that were once Alaznist’s poison-makers. And poison-makers they must have been, for the laboratory’s purpose makes sense now. Belimarius was known for poisoning her rivals, and clearly Alaznist attempted to replicate and eclipse those concoctions.
The lab’s riches were impressive, but just beyond the far exit, you see a glimpse of tremendous, once-luxurious tapestries. You rush forward, intent on claiming more treasures for your own.

Reward:
Each character chooses weapon, spell, or item and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
Everyone gets 1 hero point

TENTATIVE (pre-reward) Upgrades:
Magic Leather Armor (Armor B)

Blessing of Lamashtu (Blessing 1)
Blessing of the Gods (Blessing B)

Greater Luckstone (Item 4)
Staff of Heaven and Earth (Item 4)
Headband of Inspired Wisdom (Item 4)

Shortspear +3 (Weapon 4)
War Razor +1 (Weapon 2)


Box Runner

2-4D: THE RUNELORD’S HANDMAIDEN

Even beyond the gilded scene in the poisoners’ lab, this chamber and its displays are breathtaking. Its sparkling granite walls rise a full 100 feet in the air, and upon them are seven thick, once-colorful tapestries.

Despite the beauty the enormous hangings still display, the scenes depicted in them are decidedly garish. The tapestries are tableaus of specific assassination techniques. Each shows a stern, solid, steely haired woman—Belimarius—suffering a terrible fate: stabbing, decapitation, defenestration, drowning, hanging, exsanguination, and poisoning. Splashes of rubies sewn into the fabric represent blood, while citrines illustrate jaundiced skin, and sapphires make blades and glass sparkle. The attention to detail is remarkable and chilling. This was truly the work of a psychopath.

Much of this chamber’s sense of horror comes from the tableaus beneath the tapestries. There, it seems that someone once reenacted each technique many times. Beneath the tapestries are the ancient, crumbling remains of dozens of unfortunate individuals whose injuries, still apparent after all this time, match several of the scenes above. Perhaps this was where Alaznist sent her personal assassins to train for the harrowing job of facing Belimarius.

The scene might be ghoulish, you think, but those riches are real. And do the tapestries hold the secret to the Runelord of Wrath’s prowess in battle?

“Our goddess’s strength cows you, I see,” rasps a voice that breaks you out of your envious reverie. A strange, snake-eyed woman emerges from the bones beneath the middle tapestry. She takes a sinewy stride forward on her powerful lower body, which is that of a golden-furred lioness. “But you are not her servants—you are not fit to address her. You go no further!”

She begins a low chuckle that turns into a wild, shrieking cackle. “Come, my daughters! I’ve found us a snack!”

Villain:

Seleval
Villain
Type: Monster
Traits: Cleric Lamia
To Defeat: Combat 21 OR Divine 16
After the encounter, if Seleval dealt damage to you, bury 1d4 random cards from your discard pile.
"Do you smell something, dear sister? Something that doesn't reek like sweat and rock salt?" - Seleval to Zaelsar
Henchmen:
Lamia Cultists
Henchman
Type: Monster
Traits: Fighter Lamia
To Defeat: Combat 19
Before you act, succeed at a Wisdom or Perception 9 check or the Lamia Cultist deals you 1d4-1 Ranged Combat damage. After you act, if you discarded any cards as damage from the Lamia Cultist, bury the top card of your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.


Box Runner

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

During This Scenario: • When you attempt a check to acquire a boon, each other character at your location attempts a check to acquire it. The character whose result exceeds the difficulty by the largest amount acquires the boon (if there is a tie, those characters reroll), and each other character who attempted the check is dealt 1 point of Mental damage that cannot be reduced.

Villain: Seleval
Henchmen: Lamia Cultists

Scenario Level (#): 4

Turn: 1, Ezren/Akaitora

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

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

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

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

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

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

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

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

Spoiler:
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:
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.

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

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

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

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

Spoiler:
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.

Blessings
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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/Akaitora:
Spoiler:
Hourglass Card 1 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 2 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 2 Mavaro/ScorchedOne
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 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 3 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 4 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 4 Oloch/agent_eclipse
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 Celeste/EmpTyger:
Spoiler:
Hourglass Card 5 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 6 Ezren/Akaitora:
Spoiler:
Hourglass Card 6 Ezren/Akaitora
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 7 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 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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Celeste/EmpTyger:
Spoiler:
Hourglass Card 10 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 11 Ezren/Akaitora:
Spoiler:
Hourglass Card 11 Ezren/Akaitora
Blessing of Shelyn
RotR
Blessing C
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 12 Mavaro/ScorchedOne
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 14 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 14 Oloch/agent_eclipse
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 15 Celeste/EmpTyger:
Spoiler:
Hourglass Card 15 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 16 Ezren/Akaitora:
Spoiler:
Hourglass Card 16 Ezren/Akaitora
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 17 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 17 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 18 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 18 Harsk/MauveAvengr
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 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 19 Oloch/agent_eclipse
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 20 Celeste/EmpTyger:
Spoiler:
Hourglass Card 20 Celeste/EmpTyger
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Ezren/Akaitora:
Spoiler:
Hourglass Card 21 Ezren/Akaitora
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Mavaro/ScorchedOne:
Spoiler:
Hourglass Card 22 Mavaro/ScorchedOne
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 23 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 23 Harsk/MauveAvengr
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 24 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 24 Oloch/agent_eclipse
Blessing of Gorum
RotR
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 25 Celeste/EmpTyger:
Spoiler:
Hourglass Card 25 Celeste/EmpTyger
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 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 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 28 Harsk/MauveAvengr:
Spoiler:
Hourglass Card 28 Harsk/MauveAvengr
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 29 Oloch/agent_eclipse:
Spoiler:
Hourglass Card 29 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 30 Celeste/EmpTyger:
Spoiler:
Hourglass Card 30 Celeste/EmpTyger
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

Location #2: Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 4 ?: 1
Located/Displayed Here: None

Location #3: 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: None

Location #4: Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: None

Location #5: 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 #6: 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 #7: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: 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 Wooden Bridge.

Upgrade (Spell 4 and Item 4)

Elemental Mastery (in empty spell slot)
Dryad Sandals (replacing Emerald of Dexterity)

Harsk wrote:

Hand: Hawkmoon Bow, Belt of Incredible Dexterity, Goblinvine, Dryad Sandals, Blessing of the Green Faith, Blessing of Erastil,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Wooden Bridge
Hero Points: 4
Reroll: 2-4C 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, Blessing of Thoth, Arrow Catching Studded Leather, Giant Badger, Deathbane Light Crossbow +1, Javelin of Lightning, Frost Longbow +1, Blessing of Lamashtu, Saber-Toothed Tiger, Aspect of the Bull, Blessing of Milani, Blessing of Gozreh
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the (☑ start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 (☐+1) to a combat check by a character at another location.
☑ When you move during your move step, you may examine the top card of your new location deck (☐ and shuffle it into that deck).
☐ When a monster deals damage to you before (☐ or after) you act, reduce that damage to 0.
☐ When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck (☐ or put it facedown on the bottom of the deck) instead.
☑ You gain the skill Divine: Wisdom +1.

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