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Ezren - Start 3.2
- 2-3B: TICK-TOCK ON THE CLOCK - Attempt 2
Card Upgrade
= Ice and Fire (AD3) in, Locate Object out
Loot swaps
- Sihedron Medallion: 1d1000 ⇒ 61, Thieves Tools out
Starting location
#2: Glassworks
Starting Hand
"
Hand: Hungering Staff, Twisted Space, Deathgrip, Black Dagger Chemist, Sphere of Fire, Binder's Tome, Spellbook,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 4
NOTES:
Available Support: Distant: Black Dagger Chemist: +1d4 poison on distant combat. Available
Local: vs Magic card, recharge a card to add 1d4. AvailableMovement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Life Drain (UltMgc), Create Mindscape, Pyrotechnic Blast, Hungry Ghost Monk, Ukobach, lt Sihedron Medallian, Gem of Mental Acuity (Core), Fire Snake, ac Detect Evil, Cure, Glamour, Ice and Fire
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, 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 ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Estra the "not so friendly" |

Starting at Shadow Clock.
Hand: Honaire, Giantbane Greataxe, Gray Maiden Plate, Enhance, Deathgrip (Core), Cure (Core),
Displayed:
Deck: 12 Discard: 0 Buried: 0
"Current Location: Shadow Clock
Hero Points: 3"
"NOTES:
Available Support: Folio reroll:
Adventure 1d12: usedBlessings are available for use.
Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Mist Horn (Core), Pharasma's Knowing, Enlarge, Bodyguard, Divine Insight, The Dance, Crowbar (Core), Holy Light (Core), The Paladin, Staff of Minor Healing (Core), Djinn, Restorative Touch (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
[x] You may reveal the ally Honaire to reduce all damage dealt to you by 2 (☐ or discard him to reduce all damage dealt to a character at your location by 5).
(Boon) When Estra draws her starting hand she may draw a card then recharge a card.
Draw a card: Bodyguard. Recharge a card: Cure (Core).

Grimsnik's Agna |

Starting: Deeper Dungeons
Loot: Impaler of Thorns replaces Bastard Sword.
Hand: Covering Heavy Shield, Blessing of Gorum, Conch Shell, Horse, Shield of Resistance, Impaler of Thorns,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 5
"NOTES:
Available Support: Blessings are available for use.
Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
Other: Re-roll:Available. Playmat: Available"
"
Middle of Deck (Unknown Order): Monkey, Pig, Sands of the Hour, Dog (core), Wayfinder (core), Cleaving Battleaxe, Blessing of Cayden Cailean, Droogami (core), Wyrmsmite, Blessing of the Gods, Frost Longspear
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
Proficiencies:
Light Armor, Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck

AAUGHWHY's PACS Zadim |

Starting Location: Throne Room
"
Hand: Slick Leather, Belt of Physical Prowess, Grounded Studded Leather, Keen Rapier, Shock Kukri, Bloodroot Poison,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 4
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Keen Rapier)
Middle of Deck (Unknown Order): Elixir of Energy Resistance, Elixir of Healing, Pharasma's Knowing, Spider (Core), The Inquisitor, The Carnival, Priest of Abadar, Snake (Core), Snakebite Dagger, Humanbane Rapier, Venomous Hand Crossbow
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead)([ ] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
Display Bloodroot Poison, Grounded Studded Leather, and Slick Leather

BR Zalarian |

Everyone moves 1 counter clockwise..reflected below
During This Adventure:
During This Scenario: 2-3B: TICK-TOCK ON THE CLOCK
Additional Rules: Characters move 1 space Counter-Clockwise Zadim's SOT
VILLAIN:
XANESHA
HENCHMEN:
CLOCKWORK DEMONS
Others :
Scenario Level (#): 3
Turn: 1, Zadim/AAUGHWHY
Monsters
RotR
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
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.
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.
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.
Barriers
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
RotR
Barrier 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
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.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
RotR
Weapon B
Traits:
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.
RotR
Weapon B
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 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.
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.
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.
Armors
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.
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.
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.
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.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
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.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
RotR
Item 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
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.
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.
RotR
Ally 1
Traits:
Human
Noble
To Acquire:
Charisma
Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
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.
RotR
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing 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.
Current Hour:
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 29
Hourglass
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
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.
RotR
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
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.
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.
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.
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.
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.
Location #2: 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: Estra/Bigguyinblack, None
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.
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.
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.
RotR
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11
After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.
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.
RotR
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
RotR
Weapon 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.
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.
RotR
Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Location #3: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Agna/Grimsnik, None
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
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.
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.
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.
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.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
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.
Location #4: 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: Zadim/AAUGHWHY, None
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
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.
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.
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.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
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.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
Location #5: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Item B
Traits:
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
RotR
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.
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.
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.
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.
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.
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.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
Location #6: 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: Ezren/Matsu_Kurisu, None
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
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.
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.
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
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.
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.
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.
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.
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.

AAUGHWHY's PACS Zadim |

Hour is Blessing of Abadar
The inner workings of the rising pillar fly out and coalece into a Card 1: Clockwork Demon to barricade Zadim from the Deeper Dungeons. I auto-fail both of the BA checks. The first one doesn't matter. The 2nd one makes me Draw Priest of Abadar, recharge Priest of Abadar, discard Belt of Physical Prowess, and Bury Keen Rapier. For the combat, reveal Shock Kukri for Acrobatics+2d6. Reload Bloodroot Poison for +1d8 and Poison, power lets me ignore immunity
Combat 17: 2d8 + 2d6 + 5 ⇒ (8, 4) + (1, 5) + 5 = 23
Zadim shorts out the demon and retreats to regroup before delving deeper.
"
Hand: Bloodroot Poison, Snake (Core), Elixir of Energy Resistance, Venomous Hand Crossbow, Shock Kukri, The Inquisitor,
Displayed: Slick Leather, Grounded Studded Leather,
Deck: 7 Discard: 1 Buried: 1
Hero Points: 4
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Hand crossbow)
Middle of Deck (Unknown Order): Elixir of Healing, Humanbane Rapier, Pharasma's Knowing, Snakebite Dagger, Spider (Core), The Carnival
Recharged: Priest of Abadar,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead)([ ] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
Display Bloodroot Poison and Elixir of Energy Resistance

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Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,
Out of Turn Updates
Started in #2: Glassworks, then moved to #1: Academy by scenario effect
Blessing = #1 Ezren/Matsu Kurisu: Blessing of the Gods
Start of Turn
At: #1: Academy
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Gem of Mental Acuity (Core)- No
Give: No
Move: No
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
Free explore = 1: Goblin Pyro, Monster 1: Combat 8
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Reveal Hungering Staff 1d12+2+2+1d6+2, Reveal Binder's Tome +1d4
Combat 8: 1d12 + 2 + 2 + 1d6 + 2 + 1d4 ⇒ (6) + 2 + 2 + (6) + 2 + (1) = 19 - Banished
AYA 1 Fire damage (Binder's Tome)
Location.Not Spell, bonus explore = 2: Scorching Ray, Spell 1: Arcane 6
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence Arcane 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.
Arcane 1d12+2+2, Reveal Spellbook +1d4
Arcane 6: 1d12 + 2 + 2 + 1d4 ⇒ (8) + 2 + 2 + (1) = 13 - Acquired
Ezren.Recharge(ac Scorching Ray) examine (3: Clockwork Demon), recharge(Black Dagger Chemist) to explore = 3: Clockwork Demon, Henchman 3: Combat 16 OR Knowledge 12
Type: Monster
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
Arcane 1d12+2+2, Reveal Spellbook +1d4
Arcane 11: 1d12 + 2 + 2 + 1d4 ⇒ (1) + 2 + 2 + (2) = 7 - no arcane spells
Knowledge 1d12+2+2, Reveal Spellbook +1d4
Knowledge 9: 1d12 + 2 + 2 + 1d4 ⇒ (2) + 2 + 2 + (4) = 10 - success
Reveal Hungering Staff (Not Attack :-) ) and discarding Deathgrip AD2 1d12+2+2+1d6+2+1d6+2
Combat 16: 1d12 + 2 + 2 + 1d6 + 2 + 1d6 + 2 ⇒ (2) + 2 + 2 + (4) + 2 + (6) + 2 = 20
Ezren.Recharge(Sphere of Fire) examine (4: Incendiary Cloud, Spell 3), recharge(Twisted Space) to explore = 4: Incendiary Cloud, Spell 3: Arcane 8
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.
Arcane 1d12+2+2, Reveal Spellbook +1d4
Arcane 8: 1d12 + 2 + 2 + 1d4 ⇒ (12) + 2 + 2 + (3) = 19 - Acquired
Ezren.Recharge(ac Incendiary Cloud) examine (5: Lightning Bolt, Spell 2), recharge(Spellbook) to explore = 5: Lightning Bolt, Spell 2: Arcane 8
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.
Arcane 1d12+2+2,
Arcane 8: 1d12 + 2 + 2 ⇒ (9) + 2 + 2 = 13 - Acquired
Ezren.Recharge(ac Lightning Bolt examine (6: Headband of Alluring Charisma, Item 3)
Ezren (Core) ends their turn.
Ezren (Core) attempts to recover all cards in their Recovery pile.
Ezren (Core) resets their hand.
Discard
Draw Gem of Mental Acuity (Core), Create Mindscape, Cure, lt Sihedron Medallian, Life Drain (UltMgc), Hungry Ghost Monk
Summary
Location = #1: Academy
Acquired = 2: Scorching Ray, 4: Incendiary Cloud, 5: Lightning Bolt
Banished = 1: Goblin Pyro, 3: Clockwork Demon
Examined = 6: Headband of Alluring Charisma
Location =
Added =
Examined =
From Box =
Displayed =
Give =
Used =
Other =
"
Hand: Hungering Staff, Gem of Mental Acuity (Core), Create Mindscape, Cure, lt Sihedron Medallian, Life Drain (UltMgc), Hungry Ghost Monk,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Hero Points: 4
NOTES:
Available Support: Distant:
Local: vs Magic card, recharge a card to add 1d4. AvailableMovement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Ukobach, Fire Snake, Ice and Fire, Glamour, Pyrotechnic Blast
Recharged: ac Scorching Ray, Black Dagger Chemist, Sphere of Fire, Twisted Space, ac Incendiary Cloud, Spellbook, ac Lightning Bolt,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, 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 ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Estra the "not so friendly" |

Moved to Glassworks during Zadim's turn. Blessing of the Gods in effect.
Examine Glassworks Card 1 Skull Ripper. Discard Deathgrip (Core) to encounter it.
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.
combat 14 revealing Giantbane Greataxe, displaying Enhance for Strength, aided by power feat: 1d4 + 1d12 + 1d6 + 5 ⇒ (4) + (6) + (4) + 5 = 19
Draw a card from succeeding at a combat check: The Dance. Take my free explore.
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.
Fail. Discard top of my deck due to location: Enlarge. Discard Bodyguard to explore.
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.
charisma 6: 1d10 ⇒ 8
Display Gray Maiden Plate. End turn. Enhance moves to recovery.
Estra ends her turn.
Estra attempts to recover all cards in her Recovery pile.
Enhance: Divine 7: 1d10 + 5 ⇒ (2) + 5 = 7 -> Enhance recharged .
Estra resets her hand.
Hand: Honaire, Giantbane Greataxe, Restorative Touch (Core), Ilsoari Gandethus, The Dance, Divine Insight,
Displayed: Gray Maiden Plate,
Deck: 9 Discard: 3 Buried: 0
"Current Location: Glassworks
Hero Points: 3"
"NOTES:
Available Support: Folio reroll:
Adventure 1d12: usedBlessings are available for use.
Divine Insight: On any check to defeat a barrier, banish to add 2d6.
The Dance: On another character's check, discard to bless twice.
Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Pharasma's Knowing, Holy Light (Core), Mist Horn (Core), Crowbar (Core), Djinn, Staff of Minor Healing (Core), The Paladin
Recharged: Cure (Core), Enhance,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
[x] You may reveal the ally Honaire to reduce all damage dealt to you by 2 (☐ or discard him to reduce all damage dealt to a character at your location by 5).
(Boon) When Estra draws her starting hand she may draw a card then recharge a card.
Glassworks cards 1 and 2 banished. Card 3 acquired.

BR Zalarian |

During This Adventure:
During This Scenario: 2-3B: TICK-TOCK ON THE CLOCK
Additional Rules: Characters move 1 space Counter-Clockwise Zadim's SOT
VILLAIN:
XANESHA
HENCHMEN:
CLOCKWORK DEMONS
Others :
Scenario Level (#): 3
Turn: 4, Agna/Grimsnik
Monsters
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
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.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Barriers
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier 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.
RotR
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
RotR
Barrier 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.
Weapons
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.
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.
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.
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.
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.
Spells
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.
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 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.
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.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
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; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
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.
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.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 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.
Items
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.
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Allies
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.
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.
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.
RotR
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
RotR
Ally 3
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 8
Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.
Blessings
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
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.
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Current Hour:
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.
Hours Remaining: 26
Hourglass
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Matsu_Kurisu, None
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.
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.
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.
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.
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.
Location #2: 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: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Estra/Bigguyinblack, None
RotR
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11
After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.
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.
RotR
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
RotR
Weapon 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.
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.
RotR
Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Location #3: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Agna/Grimsnik, None
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
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.
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.
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.
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.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
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.
Location #4: 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 ?: 0
Located/Displayed Here: Zadim/AAUGHWHY, None
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.
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.
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.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
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.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
Location #5: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Item B
Traits:
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
RotR
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.
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.
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.
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.
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.
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.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
Location #6: 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
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
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.
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.
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
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.
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.
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.
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.
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.

Grimsnik's Agna |

Hourglass: Blessing of Erastil
SOT- Recharge hand and draw 6 new cards
Shadow Clock #1:Clockwork Demon. Fail both BYA. Draw Monkey. Recharge Blessing of the Gods, Discard Sands of the Hour and bury Wayfinder Combat 16: 2d10 + 3 + 1d8 + 2 ⇒ (10, 8) + 3 + (7) + 2 = 30 Reveal Wyrmsmite and discard Blessing of Cayden Cailean. Recharge Dog to explore
Shadow Clock #2: Fiery Weapon. Wisdom 6: 1d8 + 1 ⇒ (4) + 1 = 5
EOT- examine top card: Magic Studded Leather Armor
Hand: Frost Longspear, Cleaving Battleaxe, Wyrmsmite, Pig, Droogami (core), Monkey,
Displayed:
Deck: 8 Discard: 2 Buried: 1
Hero Points: 5
"NOTES:
Available Support: Blessings are available for use.
Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
Other: Re-roll:Available. Playmat: Available"
"
Middle of Deck (Unknown Order): 0
Recharged: Horse, Shield of Resistance, Covering Heavy Shield, Blessing of Gorum, Impaler of Thorns, Conch Shell, Blessing of the Gods, Dog (core),
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
Proficiencies:
Light Armor, Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
Shadow Clock
Banish #1 and 2
Examine #3- Magic Studded Leather Armor

AAUGHWHY's PACS Zadim |

Hour is Blessing of Pharasma
Start of turn, everyone moves counterclockwise. I am now at Shadow Clock
Still start of turn, Shadow Clock effect happens. New hand is:
Hand: Elixir of Healing, Snakebite Dagger, Pharasma's Knowing, Humanbane Rapier, The Carnival, Spider (Core),
Displayed: Slick Leather, Grounded Studded Leather, Bloodroot Poison, Elixir of Energy Resistance,
Deck: 5 Discard: 1 Buried: 1
Hero Points: 4
"NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Hand crossbow)"
As the pillar spirals upwards, it takes Zadim through its inner workings: the Shadow Clock. He finds a suit of Card 3: Magic Studded Leather Armor.
CON 5: 1d8 ⇒ 1
It's much too big, almost as though it's sized for an Card 4: Ogrekin. Judging by the thudding on the ground, Zadim gets the feeling that he'll be meeting the owner very soon. Discard Pharasma's Knowing to draw 2 cards (Priest of Abadar and Shock Kukri) and recharge 2 cards (Elixir of Healing and Humanbane Rapier), then explore again
Ogrekin BA: 1d4 ⇒ 1 Reveal Shock Kukri for Acrobatics+2d6. Recharge Snakebite Dagger for +Stealth
Combat 15: 2d8 + 2d6 + 10 ⇒ (5, 8) + (2, 1) + 10 = 26
The ogrekin's quaking gives Zadim ample time to set up and ambush and take them out. He starts rifling through its things and finds a Card 5: Potion of Ghostly Form Discard Spider to explore again
Craft 4: 1d8 + 1 ⇒ (1) + 1 = 2
The bottle was cracked and all the potion had already leaked out. He looks closer around the area and spots a Card 6: Ranger Stash hidden between the gears. Discard Priest of Abadar to explore again, add 1d4 to checks vs barriers
DEX 12: 1d8 + 1d4 + 3 ⇒ (7) + (2) + 3 = 12 Nice!
Random Ranged Weapons: 1d4 + 1 ⇒ (2) + 1 = 3 Last 3 random weapons are Shock Longbow +1, Frost Longbow +1 and Heavy Crossbow
Zadim snatches up the contents of the cache; they're a little bit klunky, but you can never be too prepared. The ground begins to quake again; it seems Zadim has another Card 7 Ogre visitor.Recharge Shock Longbow +1 to examine the top card of my location. Discard The Carnival to explore again. Reveal Shock Kukri for Acrobatics+2d6. Reload Bloodroot Poison for +1d8. Recharge Frost Longbow for +INT
Combat 14: 3d8 + 2d6 + 5 ⇒ (7, 2, 7) + (6, 3) + 5 = 30
He slays the ogre and continues on his way. One of the passages is blocked by a large gate affixed with a Door Spike. Recharge Heavy Crossbow to examine top card of location
"
Hand: The Inquisitor, Snake (Core), Venomous Hand Crossbow, Humanbane Rapier, Bloodroot Poison, Shock Kukri,
Displayed: Slick Leather, Grounded Studded Leather, Elixir of Energy Resistance,
Deck: 2 Discard: 5 Buried: 1
Hero Points: 4
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Hand crossbow, Rapier)
Middle of Deck (Unknown Order): 0
Recharged: Elixir of Healing, Snakebite Dagger, Shock Longbow +1, Frost Longbow +1, Heavy Crossbow,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead)([ ] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
Redisplay Bloodroot Poison

![]() |

Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,
Out of Turn Updates
moved to #6: Thassilonian Dungeonby scenario effect
Blessing = #1 Ezren/Matsu Kurisu: Blessing of the Gods
Start of Turn
At: #6: Thassilonian Dungeon
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Glamour - Yes
Give: No
Move: No
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
Display Create Mindscape @ #6: Thassilonian Dungeon
Location.draw(Ukobach)
Free explore = 1: Goblin Pyro, Monster 1: Combat 8 G*~~~$n! Deja veu
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Reveal Hungering Staff 1d12+2+2+1d6+2, Create Mindscape +1d4
Combat 8: 1d12 + 2 + 2 + 1d6 + 2 + 1d4 ⇒ (5) + 2 + 2 + (4) + 2 + (3) = 18 - Banished
AYA 1 Fire damage, recovery lt Sihedron Medallian -4 to 0
Discard Ukobach, draw(Ice and Fire), explore, +1 fire on checks to defeat = 2: Haste, Spell 2: Arcane 8
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.
Arcane 1d12+2+2, Create Mindscape +1d4
Arcane 8: 1d12 + 2 + 2 + 1d4 ⇒ (6) + 2 + 2 + (4) = 14 - Acquired
Recovery ac Haste, Location.draw(Fire Snake), explore =
3: Magic Studded Leather Armor, Armor 3: Fortitude 5
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.
Recovery Fire Snake 1d12+2+2, Create Mindscape +1d4
Location.draw(Pyrotechnic Blast)
Fortitude 5: 1d12 + 2 + 2 + 1d4 ⇒ (12) + 2 + 2 + (4) = 20 - Acquired
Ezren.Recharge(Cure) examine (4: Scythe +1, Weapon 2), recharge(ac Magic Studded Leather Armor) to explore = 4: Scythe +1, Weapon 2: Melee 11
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.
Auto fail - banished
Ezren.Recharge(Pyrotechnic Blast) examine (5: Clockwork Demon), recharge(Gem of Mental Acuity (Core)) to explore = 5: Clockwork Demon, Henchman 3: Combat 16 OR Knowledge 12
Spoiler:
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
Arcane 1d12+2+2, Create Mindscape +1d4
BYA Arcane 11: 1d12 + 2 + 2 + 1d4 ⇒ (5) + 2 + 2 + (1) = 10 - Fail
Knowledge 1d12+2+2, Create Mindscape +1d4
BYA Knowledge 9: 1d12 + 2 + 2 + 1d4 ⇒ (2) + 2 + 2 + (4) = 10 - Success
Reveal Hungering Staff (Not Attack :-) ) 1d12+2+2+1d6+2, Create Mindscape +1d4
Combat 16: 1d12 + 2 + 2 + 1d6 + 2 + 1d4 ⇒ (5) + 2 + 2 + (4) + 2 + (4) = 19 - Banished
Ezren.Recharge(Life Drain (UltMgc)) examine (6: Pit Trap, Barrier B), recharge(Hungry Ghost Monk) to explore = 6: Pit Trap, Barrier B: Perception 7
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.
Display Glamour(Agna), Use Agna.Perception 1d8+1+3, Create Mindscape +1d4
Location.draw(ac Scorching Ray)
Perception 7: 1d8 + 1 + 3 + 1d4 ⇒ (6) + 1 + 3 + (3) = 13 - Banished
Pit Trap.defeated explore = 7: Major Cure, Spell 3: Wisdom 8
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.
Use Agna.Wisdom 1d8+1, Create Mindscape +1d4, Ezren recharge vs Magic(ac Scorching Ray) +1d4
Wisdom 8: 1d8 + 1 + 1d4 + 1d4 ⇒ (1) + 1 + (1) + (1) = 4 Failing. Use hero point. 3 available
Wisdom 8: 1d8 + 1 + 1d4 + 1d4 ⇒ (5) + 1 + (4) + (3) = 13 - Acquired
Ezren.Recharge(ac Major Cure) examine (8: Spyglass, Item B), recharge(Ice and Fire) to explore = 8: Spyglass, Item B: Perception 4
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.
Use Agna.Perception 1d8+1+3, Create Mindscape +1d4
Perception 4: 1d8 + 1 + 3 + 1d4 ⇒ (2) + 1 + 3 + (4) = 10 - Acquired
Ezren (Core) ends their turn.
Ezren (Core) attempts to recover all cards in their Recovery pile.
Creat Mindscape +1d4
lt Sihedron Medallian: Arcane 9: 1d12 + 2 + 2 + 1d4 ⇒ (10) + 2 + 2 + (4) = 18 -> lt Sihedron Medallian recharged .
ac Haste: Arcane 10: 1d12 + 2 + 2 + 1d4 ⇒ (9) + 2 + 2 + (4) = 17 -> ac Haste recharged .
Fire Snake: Arcane 8: 1d12 + 2 + 2 + 1d4 ⇒ (3) + 2 + 2 + (2) = 9 -> Fire Snake recharged .
Glamour: Arcane 8: 1d12 + 2 + 2 + 1d4 ⇒ (1) + 2 + 2 + (4) = 9 -> Glamour recharged .
Ezren (Core) resets their hand.
Discard
Draw Black Dagger Chemist, Sphere of Fire, Twisted Space, ac Incendiary Cloud, Spellbook
Summary
Location = #6: Thassilonian Dungeon
Acquired = 2: Haste, 3: Magic Studded Leather Armor, 7: Major Cure, 8: Spyglass
Banished = 1: Goblin Pyro, 4: Scythe +1, 5: Clockwork Demon, 6: Pit Trap,
Examined =
Location =
Added =
Examined =
From Box =
Displayed = Display Create Mindscape @ #6: Thassilonian Dungeon
Give =
Used = Use hero point. 3 available
Other =
"
Hand: Hungering Staff, Sphere of Fire, Twisted Space, ac Incendiary Cloud, ac Spyglass, Spellbook, Black Dagger Chemist,
Displayed: Create Mindscape,
Deck: 14 Discard: 3 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant: Twisted Space - Evade. Available
Local: vs Magic card, recharge a card to add 1d4. AvailableMovement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): 0
Recharged: ac Lightning Bolt, Cure, ac Magic Studded Leather Armor, Pyrotechnic Blast, Gem of Mental Acuity (Core), Life Drain (UltMgc), Hungry Ghost Monk, ac Scorching Ray, ac Major Cure, Ice and Fire, lt Sihedron Medallian, ac Haste, Fire Snake, Glamour,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, 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 ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Estra the "not so friendly" |

Got moved to Academy on Zadim's turn. Blessing of the Gods in effect.
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma 5
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
charisma 5: 1d10 ⇒ 8
Take free explore from location effect.
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.
BYA perception 10: 1d10 + 5 ⇒ (4) + 5 = 9
I'll just fail to defeat. Barrier banished.
combat damage: 1d4 + 1 ⇒ (4) + 1 = 5
Obv. Reveal Honaire to prevent 2, Draw then redisplay Gray Maiden Plate to prevent 2. Discard Headband of Alluring Charisma.
Restorative Touch (Core) targeting self: 1d4 + 1 ⇒ (1) + 1 = 2
Estra ends her turn.
Estra attempts to recover all cards in her Recovery pile.
Restorative Touch (Core): Divine 10: 1d10 + 5 ⇒ (3) + 5 = 8 -> Restorative Touch (Core) discarded.
Estra resets her hand.
Hand: Giantbane Greataxe, Divine Insight, Honaire, Ilsoari Gandethus, The Dance, Bodyguard,
Displayed: Gray Maiden Plate,
Deck: 10 Discard: 3 Buried: 0
"Current Location: Academy
Hero Points: 3"
"NOTES:
Available Support: Folio reroll:
Adventure 1d12: usedBlessings are available for use.
Bodyguard: When a local character suffers damage, recharge to reduce it by 3.
Divine Insight: On any check to defeat a barrier, banish to add 2d6.
The Dance: On another character's check, discard to bless twice.
Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Holy Light (Core), Mist Horn (Core), Enhance, The Paladin, Cure (Core), Djinn, Pharasma's Knowing, Deathgrip (Core), Staff of Minor Healing (Core), Crowbar (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
[x] You may reveal the ally Honaire to reduce all damage dealt to you by 2 (☐ or discard him to reduce all damage dealt to a character at your location by 5).
(Boon) When Estra draws her starting hand she may draw a card then recharge a card.
Academy card 1 acquired. Card 2 banished.

Grimsnik's Agna |

OOT- moved to Glassworks on Zadim's turn
Hourglass: Blessing of Shelyn
Explore:
Glassworks #1: Donkey Rats Combat 11: 1d10 + 3 + 1d8 + 2 ⇒ (5) + 3 + (5) + 2 = 15 reveal wyrmsmiteAYA: 1d6 ⇒ 1 when encountering: 1d4 ⇒ 3 may not be evaded Combat 13: 1d10 + 3 + 1d8 + 1 + 1d8 ⇒ (10) + 3 + (3) + 1 + (2) = 19 Reveal and discard Cleaving Battleaxe. Examine top card if a monster can encounter it- Falling Bell.
EOT- Examine bottom card: Mayor Kendra Deverin
Hand: Frost Longspear, Wyrmsmite, Horse, Pig, Droogami (core), Monkey,
Displayed:
Deck: 7 Discard: 3 Buried: 1
Hero Points: 5
"NOTES:
Available Support: Blessings are available for use.
Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
Other: Re-roll:Available. Playmat: Available"
"
Middle of Deck (Unknown Order): 0
Recharged: Shield of Resistance, Covering Heavy Shield, Blessing of Gorum, Impaler of Thorns, Conch Shell, Blessing of the Gods, Dog (core),
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
[b
]Proficiencies:[/b]
Light Armor, Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
Glassworks
#1 banished
#2 Examined- Falling Bell
#7 Examined- Mayor Kendra Deverin

BR Zalarian |

Everyone moves 1 counter-clockwise..reflected below...
During This Adventure:
During This Scenario: 2-3B: TICK-TOCK ON THE CLOCK
Additional Rules: Characters move 1 space Counter-Clockwise Zadim's SOT
VILLAIN:
XANESHA
HENCHMEN:
CLOCKWORK DEMONS
Others :
Scenario Level (#): 3
Turn: 9, Zadim/AAUGHWHY
Monsters
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.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
RotR
Monster B
Traits:
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.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Barriers
RotR
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
RotR
Barrier 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.
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.
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.
Weapons
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.
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.
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
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.
RotR
Weapon B
Traits:
Chain
Finesse
Melee
Piercing
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spells
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
RotR
Spell B
Traits:
Arcane
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.
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.
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
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.
Armors
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 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.
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.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
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; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
Items
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
Item 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.
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.
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.
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.
Allies
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.
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.
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.
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.
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.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
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.
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.
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:
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hours Remaining: 21
Hourglass
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Agna/Grimsnik, None
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.
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.
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.
Location #2: 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: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zadim/AAUGHWHY, None
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.
RotR
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
RotR
Weapon 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.
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.
RotR
Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Location #3: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
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.
Location #4: 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 ?: 0
Located/Displayed Here: None
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.
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.
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.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
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.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
Location #5: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Matsu_Kurisu, None
RotR
Item B
Traits:
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
RotR
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.
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.
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.
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.
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.
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.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
Location #6: 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: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Estra/Bigguyinblack, None
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.
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.

AAUGHWHY's PACS Zadim |

Hour is Blessing of Lamashtu
Move step: Move clockwise back to Shadow Clock
Explore Card 1: Door Spike. Taking Estra's Divine Insight for +2d6.
DEX 12: 1d8 + 2d6 + 3 ⇒ (7) + (3, 3) + 3 = 16 Defeated
Discard The Inquisitor to explore again. Card 2: Shortsword +1.
STR 7: 1d8 ⇒ 2 Fail
Recharge Humanbane Rapier to examine location. Card 3: Pit Trap. Dang, if only that was in a different order I could have closed the location this turn.
Discard Snake to explore again. Card 3: Pit Trap
Acrobatics 8: 1d8 + 5 ⇒ (6) + 5 = 11 Defeated
Shadow Clock is empty but still open
"
Hand: Elixir of Healing, Snakebite Dagger, Venomous Hand Crossbow, Humanbane Rapier, Shock Longbow +1, Shock Kukri,
Displayed: Slick Leather, Grounded Studded Leather, Bloodroot Poison, Elixir of Energy Resistance,
Deck: 3 Discard: 7 Buried: 1
Hero Points: 4
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Hand crossbow, Dagger)
Middle of Deck (Unknown Order): 0
Recharged: Frost Longbow +1, Heavy Crossbow, Humanbane Rapier,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead)([ ] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
Banish Elixir of Healing to heal 1d4+1 cards
Heal: 1d4 + 1 ⇒ (4) + 1 = 5

Estra the "not so friendly" |

Estra attempts to recover all cards in her Recovery pile.
Divine Insight: Divine 8: 1d10 + 5 ⇒ (4) + 5 = 9 -> Divine Insight recharged.

![]() |

Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,
Out of Turn Updates
moved to #5: Throne Room by scenario effect
Blessing = #1 Ezren/Matsu Kurisu: Blessing of the Gods
Start of Turn
At: #5: Throne Room
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. ac Lightning Bolt - Yes
Location.Sot = Recharge(ac Spyglass) draw (Cure)
Give: No
Move: No
At This Location: At the start of your turn, you may recharge an item to draw a card.
Free explore = 1: Holy Candle, Item B: Wisdom 10
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Wisdom 1d8, Ezren.Recharge vs Magic(Cure) +1d4, Estra discards The Dance +2d8
Wisdom 10: 1d8 + 1d4 + 2d8 ⇒ (6) + (3) + (6, 1) = 16 - Acquired
Bury ac Holy Candle shuffle blessings: 1d6 ⇒ 4 - Shuffle 4 Blessings into clock
Discard Black Dagger Chemist explore, may swap boon = 2: Consecration, Spell 2 - banished, swap with S1: Consecration, Spell 2: Wisdom Bah! Humbug!
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.
Wisdom 1d8,
Wisdom 8: 1d8 ⇒ 8 - Acquired
Ezren.Recharge(ac Consecration) examine ( 3: Wand of Shield, Item 1), recharge(Sphere of Fire) to explore = 3: Wand of Shield, Item 1: Arcane 7
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.
Arcane 1d12+2+2, Reveal Spellbook +1d4
Arcane 7: 1d12 + 2 + 2 + 1d4 ⇒ (11) + 2 + 2 + (3) = 18 - acquired
Ezren.Recharge(ac Lightning Bolt) examine (4: Longbow +1, Weapon 1), recharge(ac Wand of Shield) to explore = 4: Longbow +1, Weapon 1: Dexterity 9 - Nope. banished
Ezren.Recharge(ac Incendiary Cloud) examine (5: Hag, Monster 3), recharge(Spellbook) to explore = 5: Hag, Monster 3: Combat 15
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.
BYA Arcane: 1d12 + 2 + 2 ⇒ (4) + 2 + 2 = 8 - no attack Spells
Reveal Hungering Staff (Twisted Space) 1d12+2+2+1d6+2+1d6+2
Combat 15: 1d12 + 2 + 2 + 1d6 + 2 + 1d6 + 2 ⇒ (11) + 2 + 2 + (6) + 2 + (3) + 2 = 28 - Banished
Ezren (Core) ends their turn.
Ezren (Core) attempts to recover all cards in their Recovery pile.
Ezren (Core) resets their hand.
Discard
Draw ac Magic Studded Leather Armor, Pyrotechnic Blast, Gem of Mental Acuity (Core), Life Drain (UltMgc), Hungry Ghost Monk, ac Scorching Ray
Summary
Location = #5: Throne Room
Acquired = 1: Holy Candle, S1: Consecration, 3: Wand of Shield
Banished = 2: Consecration, 4: Longbow +1
Examined =
Location =
Added = Shuffle 4 Blessings into clock
Examined =
From Box = S1: Consecration
Displayed = Create Mindscape @ #6: Thassilonian Dungeon +1d4 on Int,Wis,Cha
Give =
Used = Estra discards The Dance
Other =
"
Hand: Hungering Staff, ac Magic Studded Leather Armor, Pyrotechnic Blast, Gem of Mental Acuity (Core), Life Drain (UltMgc), Hungry Ghost Monk, ac Scorching Ray,
Displayed: Create Mindscape,
Deck: 14 Discard: 5 Buried: 1
Hero Points: 3
NOTES:
Available Support: Distant:
Local: vs Magic card, recharge a card to add 1d4. AvailableMovement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): 0
Recharged: ac Major Cure, Ice and Fire, lt Sihedron Medallian, ac Haste, Fire Snake, Glamour, ac Spyglass, Cure, ac Consecration, Sphere of Fire, ac Lightning Bolt, ac Wand of Shield, ac Incendiary Cloud, Spellbook,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, 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 ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Estra the "not so friendly" |

Moved counterclockwise during Zadim's turn. Blessing deck was shuffled during Ezren;'s turn, Doesn't really matter.
Examine Thassilonian Dungeon card 1. Swipe. Bury Ilsoari Gandethus to encounter it.
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.
divine 6 aided by Create Mindscape: 1d10 + 1d4 + 5 ⇒ (2) + (2) + 5 = 9
Take my free explore.
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.
combat 10 +3 -3 casting swipe, aided by Create Mindscape: 1d10 + 1d8 + 1d4 + 5 ⇒ (1) + (4) + (4) + 5 = 14
Draw a card from succeeding at a combat check: Staff of Minor Healing (Core). Draw a card for casting an Arcane spell: Cure (Core).
intelligence 7 to close aided by Create Mindscape: 1d8 + 1d4 ⇒ (8) + (3) = 11
On close no effect. Ezren sends Create Mindscape to recovery.
cure targeting self: 1d4 + 1 ⇒ (2) + 1 = 3
Estra ends her turn.
Estra attempts to recover all cards in her Recovery pile.
Swipe: Divine 10: 1d10 + 5 ⇒ (3) + 5 = 8 -> Swipe discarded.
Cure (Core): Divine 8: 1d10 + 5 ⇒ (10) + 5 = 15 -> Cure (Core) recharged.
Estra resets her hand.
Hand: Giantbane Greataxe, Staff of Minor Healing (Core), Honaire, Bodyguard, The Paladin, The Dance,
Displayed: Gray Maiden Plate,
Deck: 11 Discard: 2 Buried: 1
"Current Location: Thassilonian Dungeon
Hero Points: 3"
"NOTES:
Available Support: Folio reroll:
Adventure 1d12: usedBlessings are available for use.
Bodyguard: When a local character suffers damage, recharge to reduce it by 3.
The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
(d10)The Dance: On another character's check, discard to bless twice.
Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Mist Horn (Core), Holy Light (Core), Headband of Alluring Charisma, Djinn, Divine Insight, Restorative Touch (Core), Deathgrip (Core), Crowbar (Core), Pharasma's Knowing, Enhance
Recharged: Cure (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
[x] You may reveal the ally Honaire to reduce all damage dealt to you by 2 (☐ or discard him to reduce all damage dealt to a character at your location by 5).
(Boon) When Estra draws her starting hand she may draw a card then recharge a card.
Thassilonian Dungeon card 1 acquired. Card 2 banished. Location closed.
Ezren sends Create Mindscape to recovery.

BR Zalarian |

During This Adventure:
During This Scenario: 2-3B: TICK-TOCK ON THE CLOCK
Additional Rules: Characters move 1 space Counter-Clockwise Zadim's SOT
VILLAIN:
XANESHA
HENCHMEN:
CLOCKWORK DEMONS
Others :
Scenario Level (#): 3
Turn: 12, Agna/Grimsnik
Monsters
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.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Barriers
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.
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.
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.
RotR
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
RotR
Barrier 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
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.
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.
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.
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.
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
Spells
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
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
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.
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.
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.
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.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
RotR
Item 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.
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.
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.
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.
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
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.
RotR
Ally 1
Traits:
Human
Noble
To Acquire:
Charisma
Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
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.
RotR
Ally 2
Traits:
Human
To Acquire:
Charisma
Diplomacy 7
OR Wisdom
Divine 8
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
RotR
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Blessings
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.
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
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.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
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.
Hours Remaining: 22
Hourglass
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.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Agna/Grimsnik, None
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.
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.
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.
Location #2: 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: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
RotR
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
RotR
Weapon 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.
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.
RotR
Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Location #3: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zadim/AAUGHWHY, None
Location #4: 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 ?: 0
Located/Displayed Here: None
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.
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.
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.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
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.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
Location #5: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Matsu_Kurisu, None
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.
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.
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.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
Location #6: Thassilonian Dungeon
Closed
When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Estra/Bigguyinblack,

Grimsnik's Agna |

Hourglass: Blessing of Calistria
Academy Card 1: Frost Ray Int 6: 1d4 ⇒ 1 Recharge Horse to explore and +1d4 on 1st check
Academy Card 2: Augury. Wisdom 6: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (4) = 6 Recharge Monkey to explore
Academy Card 3: Toad. Survival 7: 1d8 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9 Recharge Droogami(c)for +1d4
EOT- Discard Augury
Hand: Frost Longspear, Wyrmsmite, Shield of Resistance, Covering Heavy Shield, Pig, Toad,
Displayed:
Deck: 8 Discard: 4 Buried: 1
Hero Points: 5
"NOTES:
Available Support: Blessings are available for use.
Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
Other: Re-roll:Available. Playmat: Available"
"
Middle of Deck (Unknown Order): 0
Recharged: Blessing of Gorum, Impaler of Thorns, Conch Shell, Blessing of the Gods, Dog (core), Horse, Monkey, Droogami (core),
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
Proficiencies:
Light Armor, Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
Academy is empty

AAUGHWHY's PACS Zadim |

Hour is Blessing of Iomedae
Start of my turn, everyone moves counterclockwise. I'm not at Glassworks
Zadim ascends to the Glassworks located in the face of the shadow clock just as the clock strikes the hour. BONG - BONG - BONG - CRACK. That's not good... Explore Card 1: Falling Bell
Acrobatics 10: 1d8 + 5 ⇒ (5) + 5 = 10 Defeated. Grounded Studded Leather lets me reload Snakebite Dagger
The falling bell crashes through the floor and disturbs a colony of Diseased Rats Recharge Shock Longbow to examine top card of location
"
Hand: Frost Longbow +1, Snakebite Dagger, Venomous Hand Crossbow, Humanbane Rapier, Spider (Core), Shock Kukri,
Displayed: Slick Leather, Grounded Studded Leather, Bloodroot Poison, Elixir of Energy Resistance,
Deck: 6 Discard: 2 Buried: 1
Hero Points: 4
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Hand crossbow, Dagger)
Middle of Deck (Unknown Order): Pharasma's Knowing, Priest of Abadar, The Inquisitor, The Carnival, Heavy Crossbow
Recharged: Shock Longbow +1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead)([ ] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

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Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,
Out of Turn Updates
Ezren (Core) attempts to recover all cards in their Recovery pile.
Create Mindscape: Arcane 11: 1d12 + 2 + 2 + 1d4 ⇒ (2) + 2 + 2 + (3) = 9 -> Create Mindscape discarded.
moved to #4: Deeper Dungeons by scenario effect
Blessing = #2 Ezren/Matsu Kurisu: Blessing of Shelyn
Start of Turn
At: #4: Deeper Dungeons
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. ac Major Cure - Yes
Give: No
Move: No
At This Location: The difficulty of combat checks is increased by 1.
Free explore = 1: Sneak, Monster B: Combat 12(9+3)
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.
Wisdom 1d8,
BYA Wisdom 8: 1d8 ⇒ 5 - Failed. Discard (ac Magic Studded Leather Armor)
Location +1DC
Reveal Hungering Staff 1d12+2+2+1d6+2
Combat 13(12+1): 1d12 + 2 + 2 + 1d6 + 2 ⇒ (10) + 2 + 2 + (2) + 2 = 18 - Banished
Ezren.Recharge(ac Major Cure) examine (2: Heavy Pick +1, Weapon 2), recharge(Hungry Ghost Monk) to explore = 2: Heavy Pick +1, Weapon 2: Strength 11 - 1d4 says nope!
Ezren.Recharge(ac Scorching Ray) examine (3: Major Cure, Spell 3), recharge(Life Drain (UltMgc)) to explore = 3: Major Cure, Spell 3: Wisdom 8
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.
Wisdom 1d8, Ezren Recharge vs Magic(Gem of Mental Acuity (Core)) +1d4
Wisdom 8: 1d8 + 1d4 ⇒ (7) + (3) = 10 - Acquired
Ezren.Recharge(ac Major Cure #2) examine (4: Boots of Elvenkind,Item B )
Ezren (Core) ends their turn.
Ezren (Core) attempts to recover all cards in their Recovery pile.
Ezren (Core) resets their hand.
Discard
Draw Ice and Fire, ac Haste, Fire Snake, Glamour, lt Sihedron Medallian, ac Spyglass
Summary
Location = #5: Throne Room
Acquired = 3: Major Cure
Banished = 1: Sneak, 2: Heavy Pick +1,
Examined = 4: Boots of Elvenkind
Location =
Added =
Examined =
From Box =
Displayed = Create Mindscape @ #6: Thassilonian Dungeon +1d4 on Int,Wis,Cha
Give =
Used =
Other =
"
Hand: Hungering Staff, Ice and Fire, ac Haste, Fire Snake, Glamour, lt Sihedron Medallian, ac Spyglass,
Displayed: Create Mindscape,
Deck: 14 Discard: 6 Buried: 1
Hero Points: 3
NOTES:
Available Support: Distant:
Local: vs Magic card, recharge a card to add 1d4. AvailableMovement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): 0
Recharged: Cure, ac Consecration, Sphere of Fire, ac Lightning Bolt, ac Wand of Shield, ac Incendiary Cloud, Spellbook, ac Major Cure, Hungry Ghost Monk, ac Scorching Ray, Life Drain (UltMgc), Gem of Mental Acuity (Core), Pyrotechnic Blast, ac Major Cure #2,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, 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 ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

Estra the "not so friendly" |

Moved to Throne Room on Zadim's turn. Blessing of the Gods in effect.
Examine Throne Room Card 1.Hide Armor of Fire Resistance. Discard The Paladin to my power feat to encounter it.
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.
constitution 7 aided by power feat: 1d6 + 1d6 ⇒ (6) + (2) = 8
Recharge Staff of Minor Healing (Core) to heal 1. Take my free explore.
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.
BYA wisdom 4: 1d10 + 3 ⇒ (10) + 3 = 13
combat 10 revealing Giantbane Greataxe, reloading Honaire: 1d4 + 1d12 + 1d6 + 4 ⇒ (4) + (7) + (3) + 4 = 18
Draw a card from succeeding at a combat check: Honaire. Discard Bodyguard to explore.
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.
Banished. End turn.
Hand: Giantbane Greataxe, Hide Armor of Fire Resistance, Honaire, The Dance, Cure (Core), Restorative Touch (Core),
Displayed: Gray Maiden Plate,
Deck: 11 Discard: 3 Buried: 1
"Current Location: Throne Room
Hero Points: 3"
"NOTES:
Available Support: Folio reroll:
Adventure 1d12: usedBlessings are available for use.
The Dance: On another character's check, discard to bless twice.
Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Holy Light (Core), Crowbar (Core), Staff of Minor Healing (Core), Swipe, Divine Insight, Deathgrip (Core), Pharasma's Knowing, Mist Horn (Core), Enhance, Djinn, Headband of Alluring Charisma
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
[x] You may reveal the ally Honaire to reduce all damage dealt to you by 2 (☐ or discard him to reduce all damage dealt to a character at your location by 5).
(Boon) When Estra draws her starting hand she may draw a card then recharge a card.
Throne Room card 1 acquired. Cards 2 and 3 banished.

BR Zalarian |

During This Adventure:
During This Scenario: 2-3B: TICK-TOCK ON THE CLOCK
Additional Rules: Characters move 1 space Counter-Clockwise Zadim's SOT
VILLAIN:
XANESHA
HENCHMEN:
CLOCKWORK DEMONS
Others :
Scenario Level (#): 3
Turn: 16, Agna/Grimsnik
Monsters
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
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.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Barriers
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.
RotR
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
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.
Weapons
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.
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.
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.
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.
RotR
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Spells
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
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.
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.
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.
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armors
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
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; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
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.
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.
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
RotR
Item P
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
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.
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Allies
RotR
Ally B
Traits:
Human
Warrior
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
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.
RotR
Ally P
Traits:
Cleric
Goblin
To Acquire:
Charisma
Diplomacy
Divine 7
Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song
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.
RotR
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Blessings
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
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.
Hours Remaining: 18
Hourglass
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: 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: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zadim/AAUGHWHY, None
RotR
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
RotR
Weapon 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.
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.
RotR
Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Location #3: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: 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: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Matsu_Kurisu, None
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
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.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
Location #5: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Estra/Bigguyinblack, None
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
Location #6: Thassilonian Dungeon
Closed
When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Agna/Grimsnik,

Grimsnik's Agna |

Hourglass: Blessing of Shelyn
Move: no
EOT- discard Frost Longspear
Hand: Wyrmsmite, Shield of Resistance, Covering Heavy Shield, Pig, Toad, Blessing of Gorum,
Displayed:
Deck: 7 Discard: 5 Buried: 1
Hero Points: 5
"NOTES:
Available Support: Blessings are available for use.
Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
Other: Re-roll:Available. Playmat: Available"
"
Middle of Deck (Unknown Order): 0
Recharged: Impaler of Thorns, Conch Shell, Blessing of the Gods, Dog (core), Horse, Monkey, Droogami (core),
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
Proficiencies:
Light Armor, Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck

AAUGHWHY's PACS Zadim |

Hour is Blessing of Pharasma
Start of turn, everyone moves counterclockwise. I'm at academy
Use Estra's The Dance to bless twice
Academy Close INT 6: 3d8 ⇒ (4, 8, 2) = 14
Academy is closed!
"
Hand: Frost Longbow +1, Snakebite Dagger, Venomous Hand Crossbow, Humanbane Rapier, Spider (Core), Shock Kukri,
Displayed: Slick Leather, Grounded Studded Leather, Bloodroot Poison, Elixir of Energy Resistance,
Deck: 6 Discard: 2 Buried: 1
Hero Points: 4
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Hand crossbow, Dagger)
Middle of Deck (Unknown Order): Heavy Crossbow, The Carnival, Priest of Abadar, The Inquisitor, Pharasma's Knowing
Recharged: Shock Longbow +1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead)([ ] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

BR Zalarian |

During This Adventure:
During This Scenario: 2-3B: TICK-TOCK ON THE CLOCK
Additional Rules: Characters move 1 space Counter-Clockwise Zadim's SOT
VILLAIN:
XANESHA
HENCHMEN:
CLOCKWORK DEMONS
Others :
Scenario Level (#): 3
Turn: 18, Ezren/Matsu_Kurisu
Monsters
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
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
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
RotR
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
RotR
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.
Weapons
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.
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.
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.
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
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
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.
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.
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.
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.
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
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.
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.
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.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 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
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.
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.
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.
RotR
Item 2
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Allies
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.
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.
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.
RotR
Ally 2
Traits:
Human
To Acquire:
Charisma
Diplomacy 7
OR Wisdom
Divine 8
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
RotR
Ally 1
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 7
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing 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.
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Current Hour:
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 16
Hourglass
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zadim/AAUGHWHY, None
Location #2: 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: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
RotR
Weapon 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.
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.
RotR
Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Location #3: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Matsu_Kurisu, None
Location #4: 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: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Estra/Bigguyinblack, None
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
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.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
Location #5: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Agna/Grimsnik, None
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
None
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
Location #6: Thassilonian Dungeon
Closed
When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

![]() |

Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,
Out of Turn Updates
moved to #3: Shadow Clock by scenario effect
Blessing = #18 Ezren/Matsu Kurisu: Blessing of Abadar
Start of Turn
At: #3: Shadow Clock
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Cure - Yes
Give: No
Move: No
At This Location: No effect.
Banish cure, heal: 1d4 ⇒ 4
card NOT healed#: 1d7 ⇒ 2 Deathgrip
card NOT healed#: 1d6 ⇒ 2 Ukobach
card NOT healed#: 1d5 ⇒ 4 ac Magic Studded Leather Armor
Recovery ac Haste, move to #2: Glassworks
Free explore = 1: Diseased Rats, Monster 2: Combat 11
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Reveal Hungering Staff 1d12+2+2+1d6+2
combat 11: 1d12 + 2 + 2 + 1d6 + 2 ⇒ (9) + 2 + 2 + (6) + 2 = 21
Discard ac Spyglass, examine 2 and rearrange
3: Haste, Spell 2
2: Dagger +1, Weapon 1
Ezren recharge(Ice and Fire) examine (3: Haste, Spell 2), recharge (lt Sihedron Medallian) to explore = 3: Haste, Spell 2: Arcane 8
Arcane 1d12+2+2
Arcane 8: 1d12 + 2 + 2 ⇒ (10) + 2 + 2 = 14 = Acquired
Recovery ac Haste #2, explore = 2: Dagger +1, Weapon 1: Dexterity 6
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.
Recovery Fire Snake 1d12+2+2
Dexterity 6: 1d12 + 2 + 2 ⇒ (8) + 2 + 2 = 12 - Acquired
Ezren (Core) ends their turn.
Ezren (Core) attempts to recover all cards in their Recovery pile.
Ezren recharge vs Magic(Glamour) +1d4
ac Haste: Arcane 10: 1d12 + 2 + 2 + 1d4 ⇒ (12) + 2 + 2 + (4) = 20 -> ac Haste recharged .
Ezren recharge vs Magic(Hungering Staff) +1d4
ac Haste #2: Arcane 10: 1d12 + 2 + 2 + 1d4 ⇒ (4) + 2 + 2 + (4) = 12 -> ac Haste #2 recharged.
Ezren recharge vs Magic(ac Dagger +1) +1d4
Fire Snake: Arcane 8: 1d12 + 2 + 2 + 1d4 ⇒ (2) + 2 + 2 + (2) = 8 -> Fire Snake recharged .
Ezren (Core) resets their hand.
Discard
Draw
Summary
Location = #2: Glassworks
Acquired = 3: Haste, 2: Dagger +1
Banished = 1: Diseased Rats
Examined =
Location =
Added =
Examined =
From Box =
Displayed =
Give =
Used =
Other =
"
Hand: ac Magic Studded Leather Armor, Spellbook, Deathgrip, Pyrotechnic Blast, ac Scorching Ray, Sphere of Fire, ac Incendiary Cloud,
Displayed:
Deck: 17 Discard: 5 Buried: 1
Hero Points: 3
NOTES:
Available Support: Distant: Incendiary Cloud: +2d4 Fire vs monsters for turn. Available
Local: vs Magic card, recharge a card to add 1d4. Available
Movement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): ac Lightning Bolt, Gem of Mental Acuity (Core), ac Major Cure, Life Drain (UltMgc), Ukobach, Hungry Ghost Monk, ac Major Cure #2, ac Wand of Shield, ac Consecration
Recharged: Ice and Fire, lt Sihedron Medallian, Glamour, Hungering Staff, ac Dagger +1, ac Haste, ac Haste #2, Fire Snake,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, 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 ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Estra the "not so friendly" |

Blessing of the Gods in effect.
Examine Deeper Dungeons card 1. Boots of Elvenkind. Bury Hide Armor of Fire Resistance to encounter it.
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.
dexterity 5 aided by power feat: 1d4 + 1d6 ⇒ (2) + (1) = 3
Restorative Touch targeting myself: 1d4 + 1 ⇒ (2) + 1 = 3
Take my free explore.
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.
combat 11 +1 revealing Giantbane Greataxe, reloading Honaire: 1d4 + 1d12 + 1d6 + 4 ⇒ (4) + (6) + (2) + 4 = 16
Draw a card from succeeding at a combat check: Honaire.
Estra ends her turn.
Estra attempts to recover all cards in her Recovery pile.
Restorative Touch (Core): Divine 10: 1d10 + 5 ⇒ (3) + 5 = 8 -> Restorative Touch (Core) discarded.
Estra resets her hand.
Hand: Giantbane Greataxe, Honaire, Bodyguard, Deathgrip (Core), Cure (Core), Enlarge,
Displayed: Gray Maiden Plate,
Deck: 11 Discard: 2 Buried: 2
"Current Location: Deeper Dungeons
Hero Points: 3"
"NOTES:
Available Support: Folio reroll:
Adventure 1d12: usedBlessings are available for use.
Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Headband of Alluring Charisma, Mist Horn (Core), Swipe, Holy Light (Core), Enhance, Divine Insight, Crowbar (Core), The Paladin, Pharasma's Knowing, Djinn, Staff of Minor Healing (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
[x] You may reveal the ally Honaire to reduce all damage dealt to you by 2 (☐ or discard him to reduce all damage dealt to a character at your location by 5).
(Boon) When Estra draws her starting hand she may draw a card then recharge a card.
Deeper Dungeons cards 1 and 2 banished.

Grimsnik's Agna |

Hourglass: Blessing of Irori
Throne Room Card 1. Ambush Perception 9+3: 2d8 + 4 ⇒ (3, 8) + 4 = 15 Discard Blessing of Gorum. Using free explore.
Throne Room Card 2. Clockwork Demon. Fail both BYA. Draw Impaler of Thorns. Bury Toad, Discard Impaler of Thorns and Recharge Covering Heavy Shield.
Combat 16: 1d10 + 3 + 1d8 + 2 + 1d4 + 1d6 ⇒ (4) + 3 + (3) + 2 + (2) + (5) = 19 Reveal and recharge Wyrmsmite, recharge Shield of Resistance for off hand bonus
EOT- Close attempt. Cha 6: 1d6 ⇒ 3
Hand: Wyrmsmite, Conch Shell, Dog (core), Pig, Horse, Blessing of the Gods,
Displayed:
Deck: 4 Discard: 7 Buried: 2
Hero Points: 5
"NOTES:
Available Support: Blessings are available for use.
Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
Other: Re-roll:Available. Playmat: Available"
"
Middle of Deck (Unknown Order): 0
Recharged: Monkey, Droogami (core), Covering Heavy Shield, Shield of Resistance,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
Proficiencies:
Light Armor, Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
Throne Room empty but not closed

AAUGHWHY's PACS Zadim |

Hour is Blessing of the Gods
Start of my turn, everyone moves counterclockwise. I'm now at Thassilonian Dungeon
Location is closed. I cannot move
"
Hand: Frost Longbow +1, Snakebite Dagger, Venomous Hand Crossbow, Humanbane Rapier, Spider (Core), Shock Kukri,
Displayed: Slick Leather, Grounded Studded Leather, Bloodroot Poison, Elixir of Energy Resistance,
Deck: 6 Discard: 2 Buried: 1
Hero Points: 4
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Hand crossbow, Dagger)
Middle of Deck (Unknown Order): Pharasma's Knowing, Heavy Crossbow, Priest of Abadar, The Inquisitor, The Carnival
Recharged: Shock Longbow +1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead)([ ] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

BR Zalarian |

During This Adventure:
During This Scenario: 2-3B: TICK-TOCK ON THE CLOCK
Additional Rules: Characters move 1 space Counter-Clockwise Zadim's SOT
VILLAIN:
XANESHA
HENCHMEN:
CLOCKWORK DEMONS
Others :
Scenario Level (#): 3
Turn: 22, Ezren/Matsu_Kurisu
Monsters
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.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
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.
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.
Barriers
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
RotR
Barrier 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.
RotR
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
RotR
Barrier 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
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.
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.
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.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
RotR
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Spells
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
RotR
Spell B
Traits:
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.
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.
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.
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armors
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
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; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
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.
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.
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.
RotR
Armor 3
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
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.
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
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.
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.
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.
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.
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
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.
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
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.
Hours Remaining: 12
Hourglass
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Matsu_Kurisu, None
Location #2: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Location #3: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Estra/Bigguyinblack, None
Location #4: 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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Agna/Grimsnik, None
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
Location #5: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: Thassilonian Dungeon
Closed
When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zadim/AAUGHWHY,

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Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,
Out of Turn Updates
moved to #1: Academy by scenario effect
Blessing = #22 Ezren/Matsu Kurisu: Blessing of Shelyn
Start of Turn
At: #1: Academy
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. ac Wand of Shield - No
Give: No
Move: Clockwise to #2: Glassworks
At This Location: If you fail a check, discard the top card of your deck.
Free explore = 1: Xanesha, Villain 2: Combat 14 THEN Combat 17
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
Agna to guard
Recovery Death Grip 1d12+2+2+2d8
#1 Combat 14: 1d12 + 2 + 2 + 2d8 ⇒ (2) + 2 + 2 + (2, 3) = 11 Failing. Use Paizo Reroll
#1 Combat 14: 1d12 + 2 + 2 + 2 + 3 ⇒ (5) + 2 + 2 + 2 + 3 = 14. Success
Recovery ac Scorching Ray 1d12+2+2+2d6, Zadim discards Frost Long bow +1d4+1
#1 Combat 14: 1d12 + 2 + 2 + 2d6 + 1d4 + 1 ⇒ (1) + 2 + 2 + (1, 3) + (1) + 1 = 11 - Failing. Use Hero Point. 2 Remaining
#1 Combat 14: 1d12 + 2 + 2 + 2d6 + 1d4 + 1 ⇒ (3) + 2 + 2 + (6, 1) + (4) + 1 = 19 Success
Lets see whats happens with the Guard check

Grimsnik's Agna |

Guard Con 8: 2d6 ⇒ (3, 3) = 6 Discard Blessing of the Gods
hero point: 2d6 ⇒ (3, 2) = 5

Estra the "not so friendly" |

cure targeting self during Ezren's turn: 1d4 + 1 ⇒ (2) + 1 = 3
Estra attempts to recover all cards in her Recovery pile.
Cure (Core): Divine 8: 1d10 + 5 ⇒ (1) + 5 = 6 -> Cure (Core) discarded.

BR Zalarian |

It is Estra's Turn..(accidentally moved forward 1 too many..if needed, hour is Blessing of Sarenrae)
During This Adventure:
During This Scenario: 2-3B: TICK-TOCK ON THE CLOCK
Additional Rules: Characters move 1 space Counter-Clockwise Zadim's SOT
VILLAIN:
XANESHA
HENCHMEN:
CLOCKWORK DEMONS
Others :
Scenario Level (#): 3
Turn: 24, Agna/Grimsnik
Monsters
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.
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
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.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
RotR
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12
The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Barriers
RotR
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Weapons
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.
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.
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.
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.
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
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
RotR
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.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
RotR
Armor 1
Traits:
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.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 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.
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.
RotR
Armor 3
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
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.
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.
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.
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.
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
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.
RotR
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
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.
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.
RotR
Ally 1
Traits:
Human
Noble
To Acquire:
Charisma
Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing 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.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Current Hour:
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.
Hours Remaining: 10
Hourglass
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Glassworks
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Matsu_Kurisu, None
Location #3: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Estra/Bigguyinblack, None
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.
Location #4: 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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Agna/Grimsnik, None
RotR
Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
Location #5: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
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 #6: Thassilonian Dungeon
Closed
When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zadim/AAUGHWHY,

Estra the "not so friendly" |

Blessing of Sarenrae in effect.
Recharge my hand and draw 6: Enhance, Crowbar (Core), Djinn, Divine Insight, Holy Light (Core), Headband of Alluring Charisma. Examine Shadow Clock card 1: Blessing of Shelyn. Recharge Djinn to draw a card: Staff of Minor Healing (Core) then shuffle my deck. Recharge Staff of Minor Healing (Core) to heal for 1.
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.
divine 5: 1d10 + 5 ⇒ (9) + 5 = 14
Hand: Enhance, Crowbar (Core), Blessing of Shelyn, Divine Insight, Holy Light (Core), Headband of Alluring Charisma,
Displayed: Gray Maiden Plate,
Deck: 14 Discard: 0 Buried: 2
"Current Location: Shadow Clock
Hero Points: 3"
"NOTES:
Available Support: Folio reroll:
Adventure 1d12: usedBlessings are available for use.
Blessing of Shelyn: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Wisdom check.
Divine Insight: On any check to defeat a barrier, banish to add 2d6.
Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)
Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The Dance, The Paladin, Honaire, Swipe, Staff of Minor Healing (Core), Enlarge, Bodyguard, Restorative Touch (Core), Deathgrip (Core), Mist Horn (Core), Pharasma's Knowing, Cure (Core), Giantbane Greataxe, Djinn
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
[x] You may reveal the ally Honaire to reduce all damage dealt to you by 2 (☐ or discard him to reduce all damage dealt to a character at your location by 5).
(Boon) When Estra draws her starting hand she may draw a card then recharge a card.
Shadow Clock Card 1 acquired.

![]() |

Ezren completing end of turn after Villain fight
Ezren (Core) ends their turn.
Ezren (Core) attempts to recover all cards in their Recovery pile.
Reveal Spellbook +1d4
Deathgrip: Arcane 10: 1d12 + 2 + 2 + 1d4 ⇒ (12) + 2 + 2 + (4) = 20 -> Deathgrip recharged discarded.
ac Scorching Ray: Arcane 8: 1d12 + 2 + 2 + 1d4 ⇒ (10) + 2 + 2 + (2) = 16 -> ac Scorching Ray recharged discarded.
Ezren (Core) resets their hand.
Draw up ac Wand of Shield, ac Major Cure #2
"
Hand: Pyrotechnic Blast, Sphere of Fire, ac Incendiary Cloud, ac Magic Studded Leather Armor, Spellbook, ac Wand of Shield, ac Major Cure #2,
Displayed:
Deck: 15 Discard: 5 Buried: 1
Hero Points: 2
NOTES:
Available Support: Distant: Incendiary Cloud: +2d4 Fire vs monsters for turn. Available
Local: vs Magic card, recharge a card to add 1d4. Available
Movement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): ac Lightning Bolt, Life Drain (UltMgc), ac Major Cure, Gem of Mental Acuity (Core), ac Consecration, Ukobach, Hungry Ghost Monk
Recharged: Ice and Fire, lt Sihedron Medallian, Glamour, Hungering Staff, ac Dagger +1, ac Haste, ac Haste #2, Fire Snake,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, 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 ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""
Paizo Reroll: Used
Paizo Mat Discard: AVAILABLE

Grimsnik's Agna |

Hourglass: Blessing of Erastil
Deeper Dungeons #1: Xanesha Combat 14+1: 1d10 + 3 + 1d8 + 2 + 2d4 ⇒ (10) + 3 + (1) + 2 + (1, 2) = 19 Reveal Wyrmsmite. Ezren plays Incendiary Cloud. Combat 17+1: 1d10 + 3 + 1d8 + 2 + 1d4 + 2d4 ⇒ (3) + 3 + (4) + 2 + (2) + (1, 2) = 17 Hero point Combat 17+1: 1d10 + 3 + 1d8 + 2 + 1d4 + 2d4 ⇒ (1) + 3 + (8) + 2 + (1) + (3, 2) = 20 Reveal and reload Wyrmsmite. Incendiary Cloud
Hand: Wyrmsmite, Conch Shell, Dog (core), Pig, Horse, Monkey,
Displayed:
Deck: 3 Discard: 8 Buried: 2
Hero Points: 3
"NOTES:
Available Support: Blessings are available for use.
Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
Other: Re-roll:Available. Playmat: Available"
"
Middle of Deck (Unknown Order): 0
Recharged: Droogami (core), Covering Heavy Shield, Shield of Resistance,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
Proficiencies:
Light Armor, Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
Deeper Dungeons Closed

AAUGHWHY's PACS Zadim |

Hour is Blessing of Calistria
Start of my turn, everyone moves counterclockwise. I'm now at Throne Room
Random Card: 1d2 ⇒ 1
Zadim receives word from his team that Xanesha is on the run as he enters the Throne Room. A Card 1: Blessing of Norgorber is scrawled on the walls and floors. How fitting... Bury Frost Longbow to acquire
Discard Spider to explore again. 1=Villain, 2=Blessing
Villain or Blessing?: 1d2 ⇒ 1 Villain!
Zadim takes a seat in the throne and waits. Before long Xanesha slithers into the room in search of a reprieve she won't be getting. For the first combat, reveal Shock Kukri for Acrobatics+2d6. Recharge Humanbane Rapier for +Stealth.
Combat 14: 2d8 + 2d6 + 10 ⇒ (3, 3) + (2, 1) + 10 = 19
For the second Combat, reveal Shock Kukri for Acrobatics+2d6. Recharge Snakebite Dagger for +Stealth. Freely Reveal and then recharge Venomous Hand Crossbow for +1d12 and Poison. Reload Bloodroot Poison for +1d8 and Poison. Recharge Shock Kukri for +INT
Combat 17: 4d8 + 2d6 + 1d12 + 10 ⇒ (5, 1, 6, 2) + (5, 1) + (10) + 10 = 40
Villain defeated! They escape to Shadow Clock
"
[b]Hand: Blessing of Norgorber, Bloodroot Poison, Priest of Abadar, The Carnival, The Inquisitor, Pharasma's Knowing,
Displayed: Slick Leather, Grounded Studded Leather, Elixir of Energy Resistance,
Deck: 6 Discard: 3 Buried: 2
Hero Points: 4
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use)Norgorber: Discard to bless, Bless x2 to acquire
Pharasma's Knowing: Discard to Bless
The Carnival: Discard to bless, after rolling may flip non-d4 die
The Inquisitor: Discard to bless, ignore resistances and immunities
Middle of Deck (Unknown Order): Heavy Crossbow
Recharged: Shock Longbow +1, Humanbane Rapier, Snakebite Dagger, Venomous Hand Crossbow, Shock Kukri,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead)([ ] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

BR Zalarian |

During This Adventure:
During This Scenario: 2-3B: TICK-TOCK ON THE CLOCK
Additional Rules: Characters move 1 space Counter-Clockwise Zadim's SOT
VILLAIN:
XANESHA
HENCHMEN:
CLOCKWORK DEMONS
Others :
Scenario Level (#): 3
Turn: 26, Ezren/Matsu_Kurisu
Monsters
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.
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.
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.
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
RotR
Monster 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
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
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.
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.
Weapons
RotR
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 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.
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.
Spells
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
RotR
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
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
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.
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.
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.
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.
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
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.
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
RotR
Item B
Traits:
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.
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.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Allies
RotR
Ally P
Traits:
Cleric
Goblin
To Acquire:
Charisma
Diplomacy
Divine 7
Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song
RotR
Ally 2
Traits:
Human
Sage
To Acquire:
Charisma
Diplomacy
Intelligence
Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.
RotR
Ally 1
Traits:
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.
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.
RotR
Ally 3
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 8
Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
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.
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.
Current Hour:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 8
Hourglass
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Matsu_Kurisu, None
Location #2: Glassworks
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Estra/Bigguyinblack, None
Location #3: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Agna/Grimsnik, None
RotR
Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
Location #4: Deeper Dungeons
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Throne Room
Closed
When Permanently Closed: At the start of your turn, you may recharge an item to draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zadim/AAUGHWHY, None
Location #6: Thassilonian Dungeon
Closed
When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

![]() |

Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,
Out of Turn Updates
Recovery ac Incendiary Cloud for Agna, reveal Spellbook
ac Incendiary Cloud: Arcane 10: 1d12 + 2 + 2 + 1d4 ⇒ (6) + 2 + 2 + (4) = 14 -> ac Incendiary Cloud recharged discarded.
moved to #1: Academy by scenario effect
Blessing = #26 Ezren/Matsu Kurisu: Blessing of the Gods
Start of Turn
At: #1: Academy
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. ac Major Cure - Yes
Give: No
Move: No
At This Location:
Free explore = No
Ezren (Core) ends their turn.
Ezren (Core) attempts to recover all cards in their Recovery pile.
Ezren (Core) resets their hand.
Discard ac Major Cure #2, ac Major Cure, ac Wand of Shield
Draw up Hungry Ghost Monk, ac Consecration, Life Drain (UltMgc)
"
Hand: Pyrotechnic Blast, Sphere of Fire, ac Magic Studded Leather Armor, Spellbook, Hungry Ghost Monk, ac Consecration, Life Drain (UltMgc),
Displayed:
Deck: 14 Discard: 8 Buried: 1
Hero Points: 2
NOTES:
Available Support: Distant: Incendiary Cloud: +2d4 Fire vs monsters for turn. Available
Local: vs Magic card, recharge a card to add 1d4. Available
Movement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): ac Lightning Bolt, Gem of Mental Acuity (Core), Ukobach
Recharged: Ice and Fire, lt Sihedron Medallian, Glamour, Hungering Staff, ac Dagger +1, ac Haste, ac Haste #2, Fire Snake, Deathgrip, ac Scorching Ray, ac Incendiary Cloud,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, 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 ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""
Paizo Reroll: Used
Paizo Mat Discard: AVAILABLE

Estra the "not so friendly" |

Blessing of Gorum in effect.
Move to Shadow Clock.
RotR
Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
wisdom 10 displaying Enhance for Wisdom, discarding Blessing of Shelyn to bless twice: 3d10 + 7 ⇒ (8, 3, 10) + 7 = 28
Zadim discards The Carnival.
combat 17 casting Holy Light, blessed by The Carnival, aided by Enhance: 2d10 + 2d6 + 9 ⇒ (3, 8) + (4, 1) + 9 = 25
On close no effect. We win!

BR Zalarian |

COMPLETED SCENARIO 2-3B: TICK-TOCK ON THE CLOCK
Development
By Cayden’s tankard, such blasted luck! Why can’t you catch a break? In the stories, heroes find gold and riches at the end of their explorations, not metal creatures out to kill them.
Your rational mind asks why you expected treasure without a conflict, but your heart would really appreciate a break in your current run of bad luck.
Of course, if delving into the mountain were easy, bards would sing many more stories of triumphant adventurers. As your racing heart calms, so do your emotions. Thus champions are made, you tell yourself as you shoulder your pack and carefully walk the curiously well-preserved floors, winding your way back down to the base of the tower.
Reward
Each character chooses armor, ally, or blessing and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
Acquired Cards (* = added from choice)
Black Arrow Ranger (Ally 3)*
Toad (Ally 1)
Magic Studded Leather Armor (Armor 3)
Hide Armor of Fire Resistance (Armor 2)
Blessing of Shelyn (Blessing B)
Wand of Shield (Item 1)
Headband of Alluring Charisma (Item 3)
Holy Candle (Item B)
Spyglass (Item B)
Lightning Bolt (Spell 2)
Haste (Spell 2)
Major Cure (Spell 3)
Swipe (Spell 3)
Scorching Ray (Spell 1)
Augury (Spell B)
Major Cure (Spell 3)
Incendiary Cloud (Spell 3)
Haste (Spell 2)
Consecration (Spell 2)
Dagger +1 (Weapon 1)
Shock Longbow +1 (Weapon B)
Frost Longbow +1 (Weapon 3)
Heavy Crossbow (Weapon B)
TBD (Ezren)
TBD (Agna)
TBD (Zadim)
Weapon 1030
Spell 2233103322
Armor 32
Item 1300
Ally 31
Blessing 0
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
Please post rolls, decisions, etc in discussion thread

BR Zalarian |

2-3C: CURSES! FOILED AGAIN
Adventuring is hard work, you think, stepping into the immense cavern inside the mountain. Perhaps a bit of rest is in order. The contents of your pack weigh heavily on your shoulders. One of the buildings here should give a measure of protection while you get a few hours of shut-eye.
Many of the buildings in the cavern exhibit broken walls or collapsed ceilings. You attribute most of the damage to natural decay, though several of the walls appear to have been damaged by blunt objects being smashed into them with force. Rumors say Runelord Alaznist has an army of giants, and these buildings are big enough to house the creatures. Could be this was their home.
Several hours later, you’ve traversed more than half the cavern but still haven’t located a prime spot for resting. Then you spy a small building set up against the cavern’s edge. Walls and ceiling intact, this could be the place. Your light source reveals a small room with the remains of furniture. Clearing a space for your bedroll, you wrap yourself in blankets and rest your weary body.
While you sleep, several creatures enter. Rags shroud their features. They move silently, voices like whispering breezes. Not that you are aware of the activity, as you remain sucked into the stupor of sleep. You rise rested, only to realize you’re missing key parts of your kit. You look around at the waking forms of your friends, only to see bits and pieces of your gear in their packs and bedrolls. This is no time for pranks! A reddish haze covers your vision as you lurch out of your pallet, intent on your belongings.
VILLAIN: NONE
HENCHMEN:
JINKINS
PLAYERS LOCATIONS
1 FORT RANNICK
1 THASSILONIAN DUNGEON
1 TREACHEROUS CAVE
2 SHIMMERGLENS
3 GARRISON
4 CATACOMBS OF WRATH
5 DESECRATED VAULT
6 WARRENS
During the Scenario
Before setting up, record the contents of each character’s deck.
Draw starting hands before the location decks; if any character has a cohort, add it to her hand.
When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
To win the scenario, close all of the locations.
At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.

BR Zalarian |

During This Adventure:
During This Scenario: 2-3C: CURSES! FOILED AGAIN
Additional Rules: VILLAIN: NONE
HENCHMEN:
JINKINS
Others :
Scenario Level (#): 3
Turn: 0, Estra/Bigguyinblack
Monsters
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
RotR
Monster 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.
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.
Barriers
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.
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.
RotR
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
Weapons
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.
RotR
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
RotR
Weapon B
Traits:
Chain
Finesse
Melee
Piercing
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
RotR
Weapon 2
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Spells
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.
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.
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.
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.
RotR
Spell 3
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armors
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.
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.
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.
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.
RotR
Armor 2
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
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.
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
RotR
Item 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.
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.
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
RotR
Ally 2
Traits:
Human
To Acquire:
Charisma
Diplomacy 7
OR Wisdom
Divine 8
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
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.
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.
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.
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
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Fort Rannick
At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
When Closing: Succeed at a Strength 8 check.
When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #2: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Location #5: Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Estra the "not so friendly" |

Starting location wherever Ezren starts.
Hand: Honaire, Holy Light (Core), Restorative Touch (Core), Deathgrip (Core), Djinn, Gray Maiden Plate,
Displayed:
Deck: 12 Discard: 0 Buried: 0
"Current Location: Ezren
Hero Points: 4"
"NOTES:
Available Support: Folio reroll:
Adventure 1d12: usedBlessings are available for use.
Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Mist Horn (Core), Pharasma's Knowing, Staff of Minor Healing (Core), Divine Insight, The Dance, Bodyguard, Cure (Core), Enhance, Enlarge, Giantbane Greataxe, The Paladin, Crowbar (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
[x] You may reveal the ally Honaire to reduce all damage dealt to you by 2 (☐ or discard him to reduce all damage dealt to a character at your location by 5).
(Boon) When Estra draws her starting hand she may draw a card then recharge a card.
Draw a card: The Paladin. Recharge a card: The Paladin.

AAUGHWHY's PACS Zadim |

Starting in the same location as Estra and Ezren
"
Hand: Spider Venom, Spider (Core), Pharasma's Knowing, Bloodroot Poison, Shock Kukri, Keen Rapier,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 4
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Keen Rapier)Pharasma's Knowing: Discard to Bless
Middle of Deck (Unknown Order): Venomous Hand Crossbow, Sable Company Leathers, Snakebite Dagger, Snake (Core), The Inquisitor, Humanbane Rapier, The Carnival, Grounded Studded Leather, Elixir of Healing, Belt of Physical Prowess, Djinn, Elixir of Energy Resistance
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead)([ ] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
Display Poisons

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Ezren - Start 3.2
- 2-3C: CURSES! FOILED AGAIN
Card Upgrade
= Ice and Fire (AD3) in, Locate Object out
Loot swaps
- Sihedron Medallion: 1d1000 ⇒ 237, Thieves Tools out
Starting location
#2: Thassilonian Dungeon
Starting Hand Before scenario shannagins :-(
"
Hand: Twisted Space, Deathgrip, lt Sihedron Medallian, Spellbook, Binder's Tome, Ukobach, Hungry Ghost Monk,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Distant: Incendiary Cloud: +2d4 Fire vs monsters for turn. Available
Local: vs Magic card, recharge a card to add 1d4. Available
Movement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Create Mindscape, Black Dagger Chemist, Coordinated Blast, Sphere of Fire, Gem of Mental Acuity (Core), Fire Snake, Cure, Ice and Fire, Stunning Barrier, Hungering Staff, Glamour
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
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 ([X] 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).
[X] 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.
☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE