Season of the Runelords [Zalarian] (Inactive)

Game Master Zalarian

2-6 The Shattered Blades of Alaznist

Character Order
Agna/Grimsnik (99317-1010) Agna (Nat+Tank)
Meliski/Zalarian (12789-1001) Meliski (Bard+UM)
Reiko/eddiephlash (134467-1001) (UE)
Zadim/AAUGHWHY (126387-1006) Zadim (Fin+Alc+Sup)
Ezren/MatsuKurisu (238767-1012) Ezren(HV2+UM)
Estra/Bigguyinblack (145373-1013) Estra (Smash + UM)


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Deck Handler

Recharge Sands of the Hour for Estra

guard check Con 8: 1d8 + 1d4 + 1 ⇒ (2) + (1) + 1 = 4 Reveal Monkey

Dark Archive

Looking for Armor 4 / Spell 4 / Ally 2+ Deck handler link

Reveal Lt Robe of Runes +2
Arcane 7: 1d12 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13 #6: Thassilonian Dungeon GUARDED.


Deck Handler Desired Upgrades

Forgot scenario effect, Result was 27 instead of 29, Still enough. Villian defeated.

Estra ends her turn.

Estra attempts to recover all cards in her Recovery pile.
Divine Blaze: Divine 14: 1d10 + 6 ⇒ (10) + 6 = 16 -> Divine Blaze recharged discarded.

Estra resets her hand.

Estra wrote:

Hand: Honaire, Divine Insight, The Paladin, Holy Light (Core), Djinn, Dragonbane Greatsword,

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Current Location: Festering Maze of Sloth
Hero Points: 6"
"NOTES:
Available Support: Folio reroll: Unused

Divine Insight: On any check to defeat a barrier, banish to add 2d6.

The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mist Horn (Core), The Dance, Gray Maiden Plate, Giant Form, Cure (Core), Restorative Touch (Core), Wand of Restorative Touch, Deathgrip (Core), Enhance, Our Lord in Iron, Lyrune-quah Truthspeaker
Recharged: Staff of Minor Healing (Core), Divine Blaze,
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
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.
[x] 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] At the end of your turn, if the ally Honaire is in your discard pile, shuffle him into 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.
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.


Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

During This Adventure:

During This Scenario: 2-5B: A LEGACY OF OOZE

  • On your check to defeat a bane that has the Aberration trait,
    subtract 2.
  • When you discard a weapon, an armor, or an item for its power,
    roll 1d6; on a result of 1, bury it instead.

    Additional Rules: VILLAIN: PUTRID HORROR
    HENCHMEN: ADHERERS

    Others :

    Scenario Level (#): 5

    Turn: 5, Agna/Grimsnik

    Random Cards:

    Monsters
    Spoiler:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

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

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

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

    Spoiler:
    Ghoul Bat
    RotR
    Monster 4
    Traits:
    Undead
    To Defeat:
    Combat 17
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    Barriers
    Spoiler:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    Spoiler:
    Pit of Malfeshnekor
    RotR
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.

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

    Spoiler:
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

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

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

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

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

    Spoiler:
    Horsechopper +1
    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


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

    Spells
    Spoiler:
    Disintegrate
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding it.

    Spoiler:
    Swipe
    RotR
    Spell 3
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
    Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

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

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

    Armors
    Spoiler:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Winged Shield
    RotR
    Armor 5
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon with the 2-handed trait on this check, you may not play this card.
    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.
    Discard this card to move to another location at the end of your turn.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Chainmail of Cold Resistance
    RotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Combat or Cold damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

    Spoiler:
    Headband of Epic Intelligence
    RotR
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence 7
    Reveal this card to add 2 to an Intelligence check. You may use another item on this check.

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

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

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

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

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

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

    Spoiler:
    Pyromaniac Mage
    RotR
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Arcane 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Zadim/AAUGHWHY
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Ezren/Matsu_Kurisu
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Estra/Bigguyinblack
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 4 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Zadim/AAUGHWHY
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 Ezren/Matsu_Kurisu
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Estra/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 8 Agna/Grimsnik
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 Zadim/AAUGHWHY
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 Ezren/Matsu_Kurisu
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Estra/Bigguyinblack
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 12 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Zadim/AAUGHWHY
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 14 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 Ezren/Matsu_Kurisu
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 16 Agna/Grimsnik
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 17 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 Ezren/Matsu_Kurisu
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 20 Agna/Grimsnik
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 Zadim/AAUGHWHY
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 22 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 Ezren/Matsu_Kurisu
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Estra/Bigguyinblack
    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.
    Hourglass Card 24 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 24 Agna/Grimsnik
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 25 Zadim/AAUGHWHY
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #1: Catacombs of Wrath
    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: Festering Maze of Sloth
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack,

    Location #3: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Nettlemaze Card 1:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Nettlemaze Card 2:
    Adherer
    None
    Henchman 5
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 18
    THEN Combat 18
    If you play a weapon on your check to defeat and fail that check, bury the weapon.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Nettlemaze Card 3:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Nettlemaze Card 4:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Nettlemaze Card 5:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Nettlemaze Card 6:
    Luckstone
    RotR
    Item B
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 5
    Discard this card to add 1 to your check.
    If you would fail a check by 1, you may bury this card to succeed.
    Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
    Nettlemaze Card 7:
    Acidic Sling +3
    RotR
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.
    Nettlemaze Card 8:
    Putrid Horror
    None
    Villain 5
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 19
    All damage dealt by the Putrid Horror is Acid damage.
    If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.
    Nettlemaze Card 9:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    Nettlemaze Card 10:
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Nettlemaze Card 11:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.

    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: 3 ?: 1
    Located/Displayed Here: None
    Shimmerglens Card 1:
    Adherer
    None
    Henchman 5
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 18
    THEN Combat 18
    If you play a weapon on your check to defeat and fail that check, bury the weapon.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shimmerglens Card 2:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Shimmerglens Card 3:
    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.
    Shimmerglens Card 4:
    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.
    Shimmerglens Card 5:
    Shaman
    RotR
    Ally 5
    Traits:
    Cleric
    Divine
    Half-Orc
    To Acquire:
    Charisma
    Diplomacy 9
    OR Wisdom
    Divine 7
    Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
    Discard this card to explore your location.
    Shimmerglens Card 6:
    Vale Temros
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait.
    Discard this card to explore your location.
    Shimmerglens Card 7:
    Elder Water Elemental
    RotR
    Monster 5
    Traits:
    Elemental
    To Defeat:
    Combat 18
    The elemental is immune to the Mental and Poison traits.
    If undefeated, you move to a random other location.
    Shimmerglens Card 8:
    Harpy
    RotR
    Monster 4
    Traits:
    Harpy
    To Defeat:
    Combat 14
    Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
    Shimmerglens Card 9:
    Arcane Lock
    RotR
    Barrier 4
    Traits:
    Arcane
    Lock
    Magic
    To Defeat:
    Intelligence
    Arcane 13
    OR Combat 26
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
    Shimmerglens Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Shimmerglens Card 11:
    Restoration
    RotR
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.

    Location #5: Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Deeper Dungeons Card 1:
    Adherer
    None
    Henchman 5
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 18
    THEN Combat 18
    If you play a weapon on your check to defeat and fail that check, bury the weapon.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Deeper Dungeons Card 2:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Deeper Dungeons Card 3:
    Swipe
    RotR
    Spell 3
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
    Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Deeper Dungeons Card 4:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Deeper Dungeons Card 5:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Deeper Dungeons Card 6:
    Wand of Shield
    RotR
    Item 1
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Deeper Dungeons Card 7:
    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.
    Deeper Dungeons Card 8:
    Vicious Trident +1
    RotR
    Weapon 3
    Traits:
    Magic
    Melee
    Piercing
    Polearm
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
    When you play this weapon, take 1 Force damage that may not be reduced.

    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: 1 Sp: 3 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Matsu_Kurisu, None
    Thassilonian Dungeon Card 1 (Poison Blast):
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Thassilonian Dungeon Card 2 (Ogre):
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
    Thassilonian Dungeon Card 3:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Thassilonian Dungeon Card 4:
    Restoration
    RotR
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.
    Thassilonian Dungeon Card 5:
    Adherer
    None
    Henchman 5
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 18
    THEN Combat 18
    If you play a weapon on your check to defeat and fail that check, bury the weapon.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Thassilonian Dungeon Card 6:
    Greatclub +3
    RotR
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Club
    Magic
    Melee
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.


  • Deck Handler

    Hourglass: Blessing of the Gods

    Deeper Dungeons Card 1: Adherer Combat 18+1: 2d10 + 4 + 1d8 + 2 + 1d4 + 1 + 1 - 2 ⇒ (5, 7) + 4 + (4) + 2 + (2) + 1 + 1 - 2 = 24 Discard Blessing of Gorum. Reveal Verminbane Warhammer, Belt of Giant Strength and Monkey

    Combat 18+1: 1d10 + 4 + 1d8 + 2 + 1d4 + 1 + 1 + 1d6 - 2 ⇒ (2) + 4 + (6) + 2 + (3) + 1 + 1 + (2) - 2 = 19 Recharge Shield of Resistance. Reveal Verminbane Warhammer, Belt of Giant Strength and Monkey

    Close Con 8: 1d6 + 1d4 + 1 ⇒ (6) + (4) + 1 = 11 Reveal Monkey. Villain not in location. Location closed

    Agna wrote:

    Hand: Shoanti Barbarian Hide, Monkey, Belt of Giant Strength, Wyrmsmite, Disrupting Rapier +1, Verminbane Warhammer,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll:Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lizard, Horse, Lyrune-quah Moon Maiden, Blessing of the Gods, Ruan Mirukova, Wayfinder (core), Fang Falchion, Droogami (core)
    Recharged: Pig, Sands of the Hour, Shield of Resistance,
    Discard Pile: Blessing of Cayden Cailean, Blessing of Gorum,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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:
    Role: Beastmaster
    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)([]+2) and that card's traits to your combat check.
    ☐ Add 2 (☐ 4) to your check to acquire a boon that has the Animal trait.
    [X] You may reveal an ally that has the Animal trait to add 1d4 ([x]+1) (☐+2) to your check.
    At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
    ☐ When you play a blessing that adds to your Wisdom check, you may add a d12 instead of the normal die.

    Deeper Dungeons closed


    Zadim's Deck Handler

    Hour is Blessing of Gozreh

    Throughout my turn, reveal Belt for +1 to my physical checks

    Move to Nettlemaze

    Zadim enters the Nettlemaze and discovers a Card 1: Mammoth entangled in the sticky undergrowth. Reveal Mammoth for Acrobatics+2d6.

    Combat 16: 1d8 + 2d6 + 7 ⇒ (1) + (6, 1) + 7 = 15 Unfortunate. I'll just fail it, maybe I'll run into one of the boons

    Combat Damage: 1d4 ⇒ 1 Silver War Paint negates the damage

    Zadim draws his blade, sending the mammoth into a panic. It thrashes and breaks itself free; Zadim dodges the trampling beast but lands hard on the ground.

    Discard Spider to explore again
    Random Card: 1d11 ⇒ 8 Its the opposite of a boon: The Villain!

    As Zadim gets up and brushes himself off, he notices the undergrowth congealing into the Card 8: Putrid Horror. Guard Checks please

    Villain Fight:
    For the combat, reveal Shock Kukri for Acrobatics+2d6. Recharge Keen Rapier for +Stealth

    Combat 19: 2d8 + 2d6 + 13 - 2 ⇒ (1, 6) + (5, 1) + 13 - 2 = 24

    Zadim slices through the mass before it has a chance to fully form. It writhes and slithers out of sight.

    "

    Zadim wrote:

    Hand: Shock Kukri, The Joke, Djinn, Belt of Physical Prowess, Elixir of Healing, The Carnival,

    Displayed: Grounded Studded Leather, Silver War Paint (Core),
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Keen Rapier)

    The Carnival: Discard to bless, after the check may flip a non-d4 die
    The Joke: Discard to bless, recharge on Craft, Diplomacy, Disable, Stealth

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackjack's Rapier, Pharasma's Knowing, Venomous Hand Crossbow, Bloodroot Poison, Elixir of Energy Resistance, Snake (Core), Sable Company Leathers
    Recharged: Snakebite Dagger, Keen Rapier,
    Discard Pile: Blackfingers, Spider (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ([X]or Acid or Undead)([X] 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.

    "

    Dark Archive

    Looking for Armor 4 / Spell 4 / Ally 2+ Deck handler link

    Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,

    Out of Turn Updates
    Reveal Lt Robe of Runes +2
    Create Mindscape (AD3): Arcane 11: 1d12 + 4 + 2 + 2 ⇒ (9) + 4 + 2 + 2 = 17 -> Create Mindscape (AD3) recharged.

    Reveal Lt Robe of Runes +2
    Arcane 7: 1d12 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15 -> #6: Thassilonian Dungeon GUARDED.

    Blessing = #2 Ezren/Matsu Kurisu: Blessing of Sarenrae

    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 or Ally, you may draw it. Magnetic Grimoire - No

    Give: No
    Move: No
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.

    Recharge Lt Robe of Runes, draw (Channel the Gift (AD4)) from discard
    Recovery Channel the Gift (AD4), fetch Create Mindscape (AD3)
    Location.Acrane spell draw(Magnetic Grimoire)
    Display Create Mindscape (AD3) @ #6: Thassilonian Dungeon
    Location.Acrane spell draw(Stunning Barrier (AD3))

    Free explore = 1: Poison Blast, Spell 4: Arcane 12

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

    Arcane 1d12+4+2, Reveal Magnetic Grimoire +1d4, Create Mindscape +1d4
    Arcane 12: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (11) + 4 + 2 + (2) + (2) = 21 - Acquired

    Ezren.Recharge(Deathgrip (AD2)), examine(2: Ogre, Monster 3), recharge(lt Wand of Enervation) to explore = 2: Ogre, Monster 3: Combat 14

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

    Recovery Ice and Fire (AD3) 1d12+4+2+2d8+3,
    Location.Acrane spell draw(Bound Lantern Archon)
    Reveal Ice Chemist(+Cold), Reveal Magnetic Grimoire +1d4, Create Mindscape +1d4
    Combat 14: 1d12 + 4 + 2 + 2d8 + 3 + 1d4 + 1d4 ⇒ (7) + 4 + 2 + (3, 7) + 3 + (2) + (1) = 29 - Banished

    Ezren.Recharge(Stunning Barrier (AD3)), examine(3: Raise Dead, Spell 5), recharge(Bound Lantern Archon) to explore = 3: Raise Dead, Spell 5: Wisdom 12

    Spoiler:
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Wisdom 1d8, Reveal Ice Chemist(+Cold), Reveal Magnetic Grimoire +1d4, Create Mindscape +1d4, Ezren.Discard(Twisted Space (AD2)) +1d12+4
    Wisdom 12: 1d8 + 1d4 + 1d4 + 1d12 + 4 ⇒ (6) + (1) + (3) + (5) + 4 = 19 - Acquired

    Ezren.Recharge(ac Raise Dead), examine(4: Restoration, Spell 4), recharge(Bound Lantern Archon) to explore = 4: Restoration, Spell 4: Divine 12

    Spoiler:
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.

    Recovery Glamour (AD2) (Estra - Divine) 1d10+6
    Location.Acrane spell draw(Advocate's Armor)
    Reveal Ice Chemist(+Cold), Reveal Magnetic Grimoire +1d4, Create Mindscape +1d4
    Divine 12: 1d10 + 6 + 1d4 + 1d4 ⇒ (10) + 6 + (2) + (1) = 19 - Acquired

    Recharge Advocate's Armor, draw (Ukobach) from discard

    Discard Ukobach, draw(Coordinated Blast (AD3)), explore +1 Fire on check to defeat =
    5: Adherer, Henchman 5: Combat 18 THEN Combat 18

    Spoiler:
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 18
    THEN Combat 18
    If you play a weapon on your check to defeat and fail that check, bury the weapon.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Recovery ac Poison Blast 1d12+4+2+2d12,
    Location.Acrane spell draw(lt Sihedron Medallian)
    Reveal Ice Chemist(+Cold), Reveal Magnetic Grimoire +1d4, Create Mindscape +1d4, Aberation -2
    #1 Combat 18: 1d12 + 4 + 2 + 2d12 + 1d4 + 1d4 - 2 ⇒ (4) + 4 + 2 + (10, 1) + (3) + (4) - 2 = 26 - Success

    Reveal Hungering Staff, discarding(ac Restoration AD4) 1d12+4+2+1d6+2+1d6+4,
    Reveal Ice Chemist(+Cold), Reveal Magnetic Grimoire +1d4, Create Mindscape +1d4, Aberation -2
    #2 Combat 18: 1d12 + 4 + 2 + 1d6 + 2 + 1d6 + 4 + 1d4 + 1d4 - 2 ⇒ (9) + 4 + 2 + (2) + 2 + (3) + 4 + (2) + (3) - 2 = 29 - Success. Banished

    #6: Thassilonian Dungeon.When Closing: Succeed at an Arcane 7 check.
    Reveal Ice Chemist(+Cold), Reveal Magnetic Grimoire +1d4, Create Mindscape +1d4,
    Arcane 7: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (11) + 4 + 2 + (3) + (2) = 22 -> #6: Thassilonian Dungeon CLOSED.

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Ice Chemist(+Cold), Reveal Magnetic Grimoire +1d4, Create Mindscape +1d4,
    Channel the Gift (AD4): Arcane 14: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (7) + 4 + 2 + (3) + (4) = 20 -> Channel the Gift (AD4) recharged.
    Ice and Fire (AD3): Arcane 12: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (2) + 4 + 2 + (3) + (4) = 15 -> Ice and Fire (AD3) recharged.
    Glamour (AD2): Arcane 8: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (2) + 4 + 2 + (3) + (3) = 14 -> Glamour (AD2) recharged.
    ac Poison Blast (AD4): Arcane 14: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (11) + 4 + 2 + (4) + (2) = 23 -> ac Poison Blast (AD4) recharged.
    Create Mindscape (AD3): Arcane 11: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (11) + 4 + 2 + (4) + (3) = 24 -> Create Mindscape (AD3) recharged.

    Ezren (Core) resets their hand.
    Discard
    Draw up Fly (AD2), Volcanic Storm (AD3), Lt Robe of Runes

    Summary
    Location = #6: Thassilonian Dungeon - CLOSED
    Acquired = 1: Poison Blast, 3: Raise Dead, 4: Restoration
    Banished = 2: Ogre, 5: Adherer
    Examined =
    Displayed = Display Create Mindscape (AD3) @ #6: Thassilonian Dungeon
    Added =

    From Box =

    Give =
    Used =

    Other =
    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Coordinated Blast (AD3), lt Sihedron Medallian, Magnetic Grimoire, Ice Chemist, Fly (AD2), Volcanic Storm (AD3), Lt Robe of Runes,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant: Fly: Examine top cards of 2 locations, 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Deathgrip (AD2), lt Wand of Enervation, Stunning Barrier (AD3), Bound Lantern Archon, ac Raise Dead (AD5), Advocate's Armor, Channel the Gift (AD4), Ice and Fire (AD3), Glamour (AD2), ac Poison Blast (AD4), Create Mindscape (AD3),
    Discard Pile: Twisted Space (AD2), Ukobach, ac Restoration (AD4),
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] 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

    "


    Deck Handler Desired Upgrades

    Blessing of Gozreh in effect.

    Move to Shimmerglens.

    Ezren Flies to Shimmerglen.

    Examine the top card of Shimmerglens.
    random card 12 is villain: 1d12 ⇒ 9

    Arcane Lock. Take my free explore.

    Shimmerglens Card 9: Arcane Lock:

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

    Intelligence 13 discarding The Paladin to bless and add my charisma, casting Divine Insight: 2d8 + 1d10 + 2d6 ⇒ (2, 3) + (2) + (3, 3) = 13

    examine the next card for defeating, random from the top: 1d11 ⇒ 6

    Vale Temros. Leave it on top. Discard Djinn to encounter it then explore.

    Shimmerglens Card 6: Vale Temros:

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

    charisma 6: 1d10 ⇒ 2

    random from the top: 1d10 ⇒ 7

    Shimmerglens Card 8: Harpy:

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

    Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.

    wisdom 8 BYA: 1d10 + 4 ⇒ (9) + 4 = 13

    combat 14 reveling Dragonbane Greatsword, reloading Honaire: 1d4 + 1d12 + 1d6 + 6 ⇒ (1) + (6) + (2) + 6 = 15

    Draw a card from succeeding at a combat check: Honaire. End turn.

    Estra ends her turn.

    Estra attempts to recover all cards in her Recovery pile.
    Divine Insight: Divine 8: 1d10 + 6 ⇒ (7) + 6 = 13 -> Divine Insight recharged.

    Estra resets her hand.

    Estra wrote:

    Hand: Dragonbane Greatsword, Holy Light (Core), Honaire, The Dance, Cure (Core), Deathgrip (Core),

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    "Current Location: Shimmerglens
    Hero Points: 6"
    "NOTES:
    Available Support: Folio reroll: Unused

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Our Lord in Iron, Gray Maiden Plate, Mist Horn (Core), Lyrune-quah Truthspeaker, Wand of Restorative Touch, Enhance, Restorative Touch (Core), Giant Form
    Recharged: Staff of Minor Healing (Core), Divine Blaze, Divine Insight,
    Discard Pile: The Paladin, Djinn,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.
    [x] 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] At the end of your turn, if the ally Honaire is in your discard pile, shuffle him into 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.
    At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

    Shimmerglens Cards 6, 8, and 9 banished.

    Ezren cast Fly to move to Shimmerglens.

    Agna and Zadim must make a wisdom 8 check or move to Shimmerglens.


    Deck Handler

    OOT Wisdom 8: 1d8 + 2 ⇒ (4) + 2 = 6 moved to Shimmerglens

    Hourglass: Blessing of the Gods

    SOT- Display Shoanti Barbarian Hide

    Move: no

    Explore: 1-5, 7, 10-12: 1d9 ⇒ 6

    Shimmerglens Card 7: Elder Water Elemental Combat 18: 1d10 + 4 + 1d8 + 2 + 1d4 + 1 + 1 ⇒ (5) + 4 + (5) + 2 + (2) + 1 + 1 = 20 Reveal Verminbane Warhammer, Belt of Giant Strength and Monkey

    EOT- Examine Top card 1-5, 10-12: 1d8 ⇒ 8 Putrid Horror
    Discard Disrupting Rapier +1

    Agna wrote:

    Hand: Blessing of the Gods, Monkey, Belt of Giant Strength, Wyrmsmite, Droogami (core), Verminbane Warhammer,

    Displayed: Shoanti Barbarian Hide,
    Deck: 9 Discard: 3 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll:Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Horse, Wayfinder (core), Fang Falchion, Ruan Mirukova, Lyrune-quah Moon Maiden, Lizard
    Recharged: Pig, Sands of the Hour, Shield of Resistance,
    Discard Pile: Blessing of Cayden Cailean, Blessing of Gorum, Disrupting Rapier +1,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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:
    Role: Beastmaster
    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)([]+2) and that card's traits to your combat check.
    ☐ Add 2 (☐ 4) to your check to acquire a boon that has the Animal trait.
    [X] You may reveal an ally that has the Animal trait to add 1d4 ([x]+1) (☐+2) to your check.
    At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
    ☐ When you play a blessing that adds to your Wisdom check, you may add a d12 instead of the normal die.

    Shimmerglens #7 banished
    #12 Villain on top


    Zadim's Deck Handler

    On Estra's turn, fail Harpy check. Get moved to Shimmerglens

    Recharge Djinn to draw a card (Bloodroot Poison, yes!) and shuffle deck

    The ooze around the party struggles to congeal into a Card 8: Putrid Horror; Zadim and the team try to put it out of its misery. No location to Guard. For the combat, reveal Shock Kukri for Acrobatics+2d6. Recharge Shock Kukri for +Stealth. Reload Bloodroot Poison for +1d8. Recharge Elixir of Healing for +INT. Discard The Carnival to bless. Reveal Belt for +1 Ezren casts Coordinated Blast for +Ezren's Arcane

    Combat 19: 5d8 + 2d6 + 13 + 1d12 + 6 - 2 ⇒ (5, 6, 5, 8, 5) + (4, 2) + 13 + (4) + 6 - 2 = 56 Flip the d12 from 4 to 9. Total is 61.

    The slime goes still.

    We win!


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    COMPLETED SCENARIO 2-5B: A Legacy of Ooze

    Development
    You’re not sure whether to cheer in victory or to heave in disgust, but the ooze-things that attacked you have fallen. You crawl unceremoniously up on the Sihedron of Sloth’s walkway, your equipment and clothes dripping with filth.
    Taking stock of this place is dizzying. The walkway stretches beyond your vision; in the distance are maze-like structures that seem to have no end, and a strange dome hangs suspended at the mansion’s apex. Everything smells like decay and neglect. All you can do is keep pushing forward, which you do—until a familiar disorientation overtakes your senses and your surroundings again go black.

    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.

    Random Roll: 1d6 ⇒ 4 Item - Necklace of Fireballs
    Acquired Cards (* = Special)
    Cat (Ally 3)*
    Zuvuzeg (Ally 5)*
    Winged Shield (Armor 5)*
    Necklace of Fireballs (Item 4)*
    Poison Blast (Spell 4)
    Raise Dead (Spell 5)
    Restoration (Spell 4)
    TBD (armor, ally, or blessing)

    Weapon
    Spell 454
    Armor 5
    Item 4
    Ally 35
    Blessing

    Tier Rewards
    Each character gains 1 XP and 1 hero point (if not a replay).

    Please post rolls, decisions, etc in discussion thread


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    2-5C: THE PUTRID GARDENS

    When your surroundings blink back into existence, you appear to be among some sort of warped gardens. They were once likely very beautiful; a fitting refuge, even, for the Runelord of Sloth himself, as the place’s guardian implied. You can still see an occasional burst of color in between the rotten, greasy vegetation that grows everywhere wildly, and the remnants of carefully cultivated hedges now sag with weeds, moss, and other decaying overgrowth.
    As you make your way through the gardens, looking for any sign of activity or an exit, you come into a curious courtyard. At its center is a massive sculpture of the same man depicted on the mansion’s exterior—Krune, you guess. The Runelord of Sloth lounges in iron on a fabulous duvet, a spellbook in his hand and a magnificent spear, its tip a mighty pointed tooth, slung across his lap. Below the statue is a pool that was likely once a fountain but has long since grown stagnant.
    Even stranger, this courtyard is far from abandoned. All around are peculiar humanoids, many of them bald, all wearing cloaks with clasps depicting that same whip-encircled Sihedron. Some seem almost human, while others are red- or blue-skinned, and some are covered in chains that pierce their f lesh in multiple places.
    They seem almost cultish in their devotion to lazing around the garden, and then it hits you: these must be cultists of Lissala, the Thassilonian goddess of runes and fate, for whom Krune served as high priest. The Sihedron of Sloth, then, was not only Krune’s private sanctum, but it’s also a temple devoted to his powerful goddess!
    The cultists, however, seem to care nothing for the revelations that just struck. They’ve seen you, and it seems you’re not welcome. Practically in unison they yell, “Vessels for the prophet! To arms, scions!”

    VILLAIN: NONE
    HENCHMEN: WARRIORS OF WRATH

    PLAYERS LOCATIONS
    1 FESTERING MAZE OF SLOTH
    1 SHRINE TO LAMASHTU
    1 WOODS
    2 THASSILONIAN LIBRARY
    3 NETTLEMAZE
    4 DESECRATED VAULT
    5 THASSILONIAN DUNGEON
    6 DEEPER DUNGEONS

    DURING THIS SCENARIO

  • When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
  • To win the scenario, close all locations.

    Scenario Reward:
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck
    with the loot Emerald Codex. At the end of each scenario, return the loot to the game box.


  • Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure:

    During This Scenario: 2-5C: THE PUTRID GARDENS

  • When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN: WARRIORS OF WRATH

    Others :

    Scenario Level (#): 5

    Turn: 0, Zadim/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Elder Water Elemental
    RotR
    Monster 5
    Traits:
    Elemental
    To Defeat:
    Combat 18
    The elemental is immune to the Mental and Poison traits.
    If undefeated, you move to a random other location.

    Spoiler:
    Ghoul Bat
    RotR
    Monster 4
    Traits:
    Undead
    To Defeat:
    Combat 17
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

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

    Spoiler:
    Shining Child
    RotR
    Monster 4
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Shining Child is immune to the Fire and Poison traits.
    All damage dealt by the Shining Child is Fire damage.

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

    Barriers
    Spoiler:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Spoiler:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

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

    Spoiler:
    Disjunction Pulse
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 15
    If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

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

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

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

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

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

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

    Spells
    Spoiler:
    Disintegrate
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding it.

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

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

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

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

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


    Spoiler:
    Swipe
    RotR
    Spell 3
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
    Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

    Spoiler:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

    Spoiler:
    Wand of Treasure Finding
    RotR
    Item 5
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Wisdom
    Perception 7
    Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Festering Maze of Sloth
    At This Location: You may play no more than 1 card per check, regardless of type.
    When Closing: Succeed at a Constitution or Fortitude 12 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Location #3: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #5: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

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


  • Deck Handler Desired Upgrades

    Starting location Shrine to Lamashtu.

    Estra wrote:

    Hand: Honaire, Giant Form, Our Lord in Iron, Gray Maiden Plate, Divine Insight, Enhance,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    "Current Location: Shrine to Lamashtu
    Hero Points: 6"
    "NOTES:
    Available Support: Folio reroll: Unused

    Our Lord in Iron: On any non-Attack combat check, recharge to bless; reroll any dice showing 1.

    Divine Insight: On any check to defeat a barrier, banish to add 2d6.

    Giant Form: Display next to a local character. While displayed: This character's Strength and Constitution skills are 1d12+4.
    On this character's Strength checks, add 1d4. At the end of the turn, banish.

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure (Core), Lyrune-quah Truthspeaker, Dragonbane Greatsword, Breath of Life, Holy Light (Core), Wand of Restorative Touch, Staff of Minor Healing (Core), Deathgrip (Core), The Paladin, The Dance, Mist Horn (Core), Djinn, Divine Blaze
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.
    [x] 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] At the end of your turn, if the ally Honaire is in your discard pile, shuffle him into 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.
    At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

    Draw a card: Lyrune-quah Truthspeaker. Recharge a card: Gray Maiden Plate.


    Zadim's Deck Handler

    Starting Location: Nettlemaze

    "

    Zadim wrote:

    Hand: Grounded Studded Leather, Venomous Hand Crossbow, Belt of Physical Prowess, Ambrosia, Spider (Core), Keen Rapier,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Venomous Hand Crossbow)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackfingers, Djinn, Snake (Core), Shock Kukri, Silver War Paint (Core), Sable Company Leathers, The Joke, Blackjack's Rapier, The Carnival, Snakebite Dagger, The Locksmith, Bloodroot Poison, Pharasma's Knowing, Elixir of Energy Resistance
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ([X]or Acid or Undead)([X] 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.

    "


    Deck Handler

    Starting location: Woods

    Agna wrote:

    Hand: Wayfinder (core), Lizard, Dread Helm, Monkey, Blessing of Gorum, Ruan Mirukova,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll:Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fang Falchion, Verminbane Warhammer, Shoanti Barbarian Hide, Belt of Giant Strength, Wyrmsmite, Sands of the Hour, Blessing of the Gods, Horse, Lyrune-quah Moon Maiden, Disrupting Rapier +1, Droogami (core), Blessing of Cayden Cailean, Sawtooth Saber, Pig
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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:
    Role: Beastmaster
    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)([]+2) and that card's traits to your combat check.
    ☐ Add 2 (☐ 4) to your check to acquire a boon that has the Animal trait.
    [X] You may reveal an ally that has the Animal trait to add 1d4 ([x]+1) (☐+2) to your check.
    At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
    ☐ When you play a blessing that adds to your Wisdom check, you may add a d12 instead of the normal die.

    Dark Archive

    Looking for Armor 4 / Spell 4 / Ally 2+ Deck handler link

    Ezren - Start 5.3
    2-5C: THE PUTRID GARDENS

    Card Upgrade
    Cloudburst (AD4) in, Glamour (AD2) slot
    Poison Blast (AD4) in, Deathgrip (AD2) slot
    Vampire Bat (AD3) in new slot

    Loot swaps
    - Sihedron Medallion: 1d1000 ⇒ 222, Gem of Mental Acuity (Core) out
    - Robe of Runes: 1d1000 ⇒ 763, Spellbook out
    - Wand of Enervation: 1d1000 ⇒ 981, Wand of Flying out

    Starting location
    #6: Thassilonian Dungeon

    Starting Hand

    "

    Ezren (Core) wrote:

    Hand: Lt Robe of Runes, lt Wand of Enervation, Fly (AD2), Advocate's Armor, lt Sihedron Medallian, Create Mindscape (AD3), Volcanic Storm (AD3), Coordinated Blast (AD3),

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant: Fly: Examine top cards of 2 locations, 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Vampire Bat, Magnetic Grimoire, Hungering Staff, Ukobach, Bound Lantern Archon, Poison Blast (AD3), Ice and Fire (AD3), Stunning Barrier (AD3), Cloudburst (AD4), Ice Chemist, Twisted Space (AD2), Channel the Gift (AD4)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] 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

    "


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure:

    During This Scenario: 2-5C: THE PUTRID GARDENS

  • When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN: WARRIORS OF WRATH

    Others :

    Scenario Level (#): 5

    Turn: 1, Ezren/Matsu_Kurisu

    Random Cards:

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

    Spoiler:
    Elder Water Elemental
    RotR
    Monster 5
    Traits:
    Elemental
    To Defeat:
    Combat 18
    The elemental is immune to the Mental and Poison traits.
    If undefeated, you move to a random other location.

    Spoiler:
    Troll
    RotR
    Monster 4
    Traits:
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 18
    Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

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

    Spoiler:
    Ghoul Bat
    RotR
    Monster 4
    Traits:
    Undead
    To Defeat:
    Combat 17
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    Barriers
    Spoiler:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

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

    Spoiler:
    Circles of Binding
    RotR
    Barrier 4
    Traits:
    Obstacle
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
    If you did not find a monster, banish this card.

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

    Spoiler:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    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.

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

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

    Spoiler:
    Acidic Sling +3
    RotR
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.

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

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

    Spells
    Spoiler:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

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

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

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


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

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

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

    Spoiler:
    Bolstering Armor
    RotR
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

    Items
    Spoiler:
    BirdCruncher Crown
    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.

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

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

    Spoiler:
    Necklace of Fireballs
    RotR
    Item 4
    Traits:
    Accessory
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

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

    Allies
    Spoiler:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 2 Agna/Grimsnik
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 3 Zadim/AAUGHWHY
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Ezren/Matsu_Kurisu
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Estra/Bigguyinblack
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 6 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 7 Zadim/AAUGHWHY
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 8 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Estra/Bigguyinblack
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 10 Agna/Grimsnik
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 11 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Ezren/Matsu_Kurisu
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 14 Agna/Grimsnik
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 15 Zadim/AAUGHWHY
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 Ezren/Matsu_Kurisu
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 17 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 18 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 19 Zadim/AAUGHWHY
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 20 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 Ezren/Matsu_Kurisu
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 22 Agna/Grimsnik
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 23 Zadim/AAUGHWHY
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 24 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 25 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 26 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 26 Agna/Grimsnik
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 27 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 28 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 28 Ezren/Matsu_Kurisu
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 29 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 29 Estra/Bigguyinblack
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Location #1: Festering Maze of Sloth
    At This Location: You may play no more than 1 card per check, regardless of type.
    When Closing: Succeed at a Constitution or Fortitude 12 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Festering Maze of Sloth Card 1:
    Scrying
    RotR
    Spell 3
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Festering Maze of Sloth Card 2:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Festering Maze of Sloth Card 3:
    Cat
    RotR
    Ally 3
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 8
    Reveal this card to add 2 to your check to recharge a spell.
    Discard this card to explore your location.
    Festering Maze of Sloth Card 4:
    Invasion Plans
    RotR
    Barrier 4
    Traits:
    Cache
    To Defeat:
    Wisdom
    Survival 13
    If defeated, you may examine the top 3 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.
    Festering Maze of Sloth Card 5:
    Potion of Ghostly Form
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
    Festering Maze of Sloth Card 6:
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Festering Maze of Sloth Card 7:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Festering Maze of Sloth Card 8:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Festering Maze of Sloth Card 9:
    Zombie Giant
    RotR
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.
    Festering Maze of Sloth Card 10:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.

    Location #2: Shrine to Lamashtu
    At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
    When Closing: Succeed at a Divine 6 check or banish a blessing.
    When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Estra/Bigguyinblack, None
    Shrine to Lamashtu Card 1:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Shrine to Lamashtu Card 2:
    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.
    Shrine to Lamashtu Card 3:
    Reduction Field
    RotR
    Barrier 4
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Constitution
    Fortitude
    Dexterity
    Disable 13
    If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
    Shrine to Lamashtu Card 4:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Shrine to Lamashtu Card 5:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Shrine to Lamashtu Card 6:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Shrine to Lamashtu Card 7:
    Elder Earth Elemental
    RotR
    Monster 5
    Traits:
    Elemental
    To Defeat:
    Combat 18
    The Elemental is immune to the Mental and Poison traits.
    If undefeated, put the Elemental on the bottom of the location deck.
    Shrine to Lamashtu Card 8:
    Haste
    RotR
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Shrine to Lamashtu Card 9:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Shrine to Lamashtu Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #3: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Woods Card 1:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    Woods Card 2:
    Headband of Epic Intelligence
    RotR
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence 7
    Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
    Woods Card 3:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Woods Card 4:
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Woods Card 5:
    Troll
    RotR
    Monster 4
    Traits:
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 18
    Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
    Woods Card 6:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Woods Card 7:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
    Woods Card 8:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
    Woods Card 9:
    Horsechopper +1
    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

    Woods Card 10:
    Stone Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 16
    Damage Dealt by the Stone Giant is dealt to each character at this location.

    Location #4: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Ezren/Matsu_Kurisu, None
    Thassilonian Library Card 1:
    Explosive Runes
    RotR
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Thassilonian Library Card 2:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Thassilonian Library Card 3:
    Hag
    RotR
    Monster 3
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    Thassilonian Library Card 4:
    Detect Evil
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.
    Thassilonian Library Card 5:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
    Thassilonian Library Card 6:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Thassilonian Library Card 7:
    Sacred Killer
    RotR
    Ally 5
    Traits:
    Half-Orc
    Rogue
    To Acquire:
    Dexterity
    Stealth 11
    OR Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
    Discard this card to explore your current location.
    Thassilonian Library Card 8:
    Consecration
    RotR
    Spell 2
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
    Thassilonian Library Card 9:
    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.
    Thassilonian Library Card 10:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #5: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Nettlemaze Card 1:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Nettlemaze Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Nettlemaze Card 3:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Nettlemaze Card 4:
    Hill Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 15
    Damage dealt by the Hill Giant is dealt to each character at this location.
    Nettlemaze Card 5:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    Nettlemaze Card 6:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Nettlemaze Card 7:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    Nettlemaze Card 8:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Nettlemaze Card 9:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Nettlemaze Card 10:
    Treachery Demon
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 21
    The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.
    Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.

    Location #6: Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Desecrated Vault Card 1:
    Belt of Giant Strength
    RotR
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength 5
    Reveal this card to add 1 to your Strength check. You may play another item on this check.
    Desecrated Vault Card 2:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    Desecrated Vault Card 3:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Desecrated Vault Card 4:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Desecrated Vault Card 5:
    Cryptic Message
    RotR
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.
    Desecrated Vault Card 6:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.
    Desecrated Vault Card 7:
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.
    Desecrated Vault Card 8:
    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.
    Desecrated Vault Card 9:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Desecrated Vault Card 10:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.

  • Dark Archive

    Looking for Armor 4 / Spell 4 / Ally 2+ Deck handler link

    Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,

    Out of Turn Updates

    Blessing = #1 Ezren/Matsu Kurisu: Blessing of Iomedae

    Start of Turn

    At: #4: Thassilonian Library
    At the start of your turn, you may examine the top card of your deck; if it is a spell or Ally, you may draw it. Stunning Barrier (AD3) - Yes

    Give: No
    Move: No
    At This Location: If you acquire a spell, reset your hand and end your turn.

    Recovery Fly, examine 2 and Ezren moves to #1: Festering Maze of Sloth[b]
    Festering Maze of Sloth Card 1: Scrying, Spell 3
    Thassilonian Library Card 1: Explosive Runes, Barrier B

    [b]Display Create Mindscape (AD3) @ #1: Festering Maze of Sloth

    Free explore = 1: Scrying, Spell 3: Arcane 10

    Spoiler:
    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.

    Arcane 1d12+4+2, Create Mindscape +1d4, Reveal Lt Robe of Runes +2
    Arcane 10: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (6) + 4 + 2 + (2) + 2 = 16 - Acquired

    Recovery Scrying(Monster) =
    Festering Maze of Sloth Card 2: Warrior of Wrath, Henchman 5, Type: Monster - ON TOP
    Festering Maze of Sloth Card 3: Cat, Ally 3 - Shuffled
    Festering Maze of Sloth Card 4: Invasion Plans, Barrier 4 - Shuffled

    Ezren.Recharge(Stunning Barrier (AD3)), examine(2: Warrior of Wrath, Henchman 5), recharge(lt Wand of Enervation) to explore =
    2: Warrior of Wrath, Henchman 5: Combat 20

    Spoiler:
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.

    BYA 1 fire damage, reveal Advocate's Armor -2 to 0
    Recovery Volcanic Storm (AD3) 1d12+4+2+3d6, Create Mindscape +1d4
    Combat 20: 1d12 + 4 + 2 + 3d6 + 1d4 ⇒ (9) + 4 + 2 + (6, 4, 4) + (4) = 33 - Banished

    Location #1: Festering Maze of Sloth.When Closing: Succeed at a Constitution 12 check.
    Constitution 1d4, Ezren.Spell discard (Coordinated Blast (AD3)) +1d12+4
    Constitution 12: 1d4 + 1d12 + 4 ⇒ (2) + (8) + 4 = 14 CLOSED

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Lt Robe of Runes+2, Create Mindscape +1d4,
    Fly (AD2): Arcane 10: 1d12 + 4 + 2 + 1d4 ⇒ (2) + 4 + 2 + (2) = 10 -> Fly (AD2) recharged .
    ac Scrying: Arcane 12: 1d12 + 4 + 2 + 1d4 ⇒ (8) + 4 + 2 + (4) = 18 -> ac Scrying recharged .
    Volcanic Storm (AD3): Arcane 13: 1d12 + 4 + 2 + 1d4 ⇒ (10) + 4 + 2 + (4) = 20 -> Volcanic Storm (AD3) recharged .
    Create Mindscape (AD3): Arcane 11: 1d12 + 4 + 2 + 1d4 ⇒ (12) + 4 + 2 + (1) = 19 -> Create Mindscape (AD3) recharged .

    Ezren (Core) resets their hand.
    Discard
    Draw up Vampire Bat, Poison Blast (AD3), Twisted Space (AD2), Hungering Staff, Bound Lantern Archon

    Summary
    Location = #1: Festering Maze of Sloth - CLOSED
    Acquired = 1: Scrying
    Banished = 2: Warrior of Wrath
    Examined =
    Displayed = Display Create Mindscape (AD3) @ #1: Festering Maze of Sloth
    Added =

    Examined = Thassilonian Library Card 1: Explosive Runes,

    From Box =

    Give =
    Used =

    Other = Ezren moves to #1: Festering Maze of Sloth[b]

    "

    Ezren (Core) wrote:

    [b]Hand: Advocate's Armor, Lt Robe of Runes, lt Sihedron Medallian, Vampire Bat, Poison Blast (AD3), Twisted Space (AD2), Hungering Staff, Bound Lantern Archon,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant:
    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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magnetic Grimoire, Ice Chemist, Channel the Gift (AD4), Cloudburst (AD4), Ice and Fire (AD3), Ukobach
    Recharged: Stunning Barrier (AD3), lt Wand of Enervation, Fly (AD2), ac Scrying, Volcanic Storm (AD3), Create Mindscape (AD3),
    Discard Pile: Coordinated Blast (AD3),
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] 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

    "


    Deck Handler Desired Upgrades

    Blessing of the Gods in effect.

    Shrine to Lamashtu Card 1: Shadow:

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

    combat 13 displaying Giant Form, recharging Our Lord in Iron to bless: 2d12 + 1d4 + 4 ⇒ (5, 10) + (4) + 4 = 23

    Shadow is undefeated and shuffled back in. Discard Lyrune-quah Truthspeaker to explore.

    random card: 1d10 ⇒ 9

    Shrine to Lamashtu Card 9: Warrior of Wrath:

    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.

    Fail BYA and reveal Honaire to prevent the fire damage. Discard the top card of my deck due to scenario: Mist Horn (Core).

    combat 20 displaying Enhance (Strength), aided by Giant Form, reloading Honaire: 1d12 + 1d4 + 1d6 + 15 ⇒ (9) + (1) + (5) + 15 = 30

    Draw a card from succeeding at a combat check: Honaire. Auto pass close check. No blessing in hand for on close effect.

    reveal Honaire to heal then discard him: 1d4 + 1 ⇒ (2) + 1 = 3

    End turn. Honaire is shuffled into my deck from the discard pile but instead set it aside and place it on top of my deck.

    Estra ends her turn.

    Estra attempts to recover all cards in her Recovery pile.
    Giant Form: Divine 15: 1d10 + 6 ⇒ (4) + 6 = 10 -> Giant Form discarded.
    Enhance: Divine 7: 1d10 + 6 ⇒ (3) + 6 = 9 -> Enhance recharged .

    Estra resets her hand.

    Estra wrote:

    Hand: Honaire, Staff of Minor Healing (Core), Dragonbane Greatsword, Gray Maiden Plate, Divine Insight, Mist Horn (Core),

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    "Current Location: Shrine to Lamashtu
    Hero Points: 6"
    "NOTES:
    Available Support: Folio reroll: Unused

    Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.

    Divine Insight: On any check to defeat a barrier, banish to add 2d6.

    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lyrune-quah Truthspeaker, Deathgrip (Core), Cure (Core), The Paladin, The Dance, Djinn, Wand of Restorative Touch, Breath of Life, Holy Light (Core), Divine Blaze, Our Lord in Iron
    Recharged: Enhance,
    Discard Pile: Giant Form,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.
    [x] 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] At the end of your turn, if the ally Honaire is in your discard pile, shuffle him into 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.
    At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

    Shrine to Lamashtu closed.


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Ezren needs to discard the top card of his deck due to not making the BYA check against the henchman.

    During This Adventure:

    During This Scenario: 2-5C: THE PUTRID GARDENS

  • When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN: WARRIORS OF WRATH

    Others :

    Scenario Level (#): 5

    Turn: 3, Agna/Grimsnik

    Random Cards:

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

    Spoiler:
    Troll
    RotR
    Monster 4
    Traits:
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 18
    Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

    Spoiler:
    Elder Earth Elemental
    RotR
    Monster 5
    Traits:
    Elemental
    To Defeat:
    Combat 18
    The Elemental is immune to the Mental and Poison traits.
    If undefeated, put the Elemental on the bottom of the location deck.

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

    Spoiler:
    Grindylow
    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
    Spoiler:
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

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

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

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

    Spoiler:
    Disjunction Pulse
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 15
    If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

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

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

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

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

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

    Spells
    Spoiler:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Blizzard
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spoiler:
    Fire Sneeze
    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


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

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

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

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

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

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

    Spoiler:
    Bolstering Armor
    RotR
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    BirdCruncher Crown
    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.

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

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

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

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

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

    Spoiler:
    Shaman
    RotR
    Ally 5
    Traits:
    Cleric
    Divine
    Half-Orc
    To Acquire:
    Charisma
    Diplomacy 9
    OR Wisdom
    Divine 7
    Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
    Discard this card to explore your location.

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Zadim/AAUGHWHY
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Ezren/Matsu_Kurisu
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Estra/Bigguyinblack
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 4 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Zadim/AAUGHWHY
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 6 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Estra/Bigguyinblack
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 8 Agna/Grimsnik
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 Ezren/Matsu_Kurisu
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 12 Agna/Grimsnik
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Zadim/AAUGHWHY
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 Ezren/Matsu_Kurisu
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 15 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 16 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 17 Zadim/AAUGHWHY
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 Ezren/Matsu_Kurisu
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 20 Agna/Grimsnik
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 Zadim/AAUGHWHY
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 22 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 23 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 24 Agna/Grimsnik
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 25 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 26 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 26 Ezren/Matsu_Kurisu
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 27 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Estra/Bigguyinblack
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Location #1: Festering Maze of Sloth
    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: Shrine to Lamashtu
    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: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None

    Woods Card 1:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    Woods Card 2:
    Headband of Epic Intelligence
    RotR
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence 7
    Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
    Woods Card 3:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Woods Card 4:
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Woods Card 5:
    Troll
    RotR
    Monster 4
    Traits:
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 18
    Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
    Woods Card 6:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Woods Card 7:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
    Woods Card 8:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
    Woods Card 9:
    Horsechopper +1
    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

    Woods Card 10:
    Stone Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 16
    Damage Dealt by the Stone Giant is dealt to each character at this location.

    Location #4: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Thassilonian Library Card 1 (Explosive Runes):
    Explosive Runes
    RotR
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Thassilonian Library Card 2:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Thassilonian Library Card 3:
    Hag
    RotR
    Monster 3
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    Thassilonian Library Card 4:
    Detect Evil
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.
    Thassilonian Library Card 5:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
    Thassilonian Library Card 6:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Thassilonian Library Card 7:
    Sacred Killer
    RotR
    Ally 5
    Traits:
    Half-Orc
    Rogue
    To Acquire:
    Dexterity
    Stealth 11
    OR Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
    Discard this card to explore your current location.
    Thassilonian Library Card 8:
    Consecration
    RotR
    Spell 2
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
    Thassilonian Library Card 9:
    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.
    Thassilonian Library Card 10:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #5: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Nettlemaze Card 1:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Nettlemaze Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Nettlemaze Card 3:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Nettlemaze Card 4:
    Hill Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 15
    Damage dealt by the Hill Giant is dealt to each character at this location.
    Nettlemaze Card 5:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    Nettlemaze Card 6:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Nettlemaze Card 7:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    Nettlemaze Card 8:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Nettlemaze Card 9:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Nettlemaze Card 10:
    Treachery Demon
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 21
    The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.
    Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.

    Location #6: Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Desecrated Vault Card 1:
    Belt of Giant Strength
    RotR
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength 5
    Reveal this card to add 1 to your Strength check. You may play another item on this check.
    Desecrated Vault Card 2:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    Desecrated Vault Card 3:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Desecrated Vault Card 4:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Desecrated Vault Card 5:
    Cryptic Message
    RotR
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.
    Desecrated Vault Card 6:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.
    Desecrated Vault Card 7:
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.
    Desecrated Vault Card 8:
    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.
    Desecrated Vault Card 9:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Desecrated Vault Card 10:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.


  • Deck Handler

    Hourglass: Blessing of Torag

    Woods Card 1: Scout. BYA: 1d4 - 1 ⇒ (4) - 1 = 3 Reveal Dread Helm to reduce damage by 3 to 0 Combat 8+5: 1d10 + 4 + 1d4 + 1 ⇒ (2) + 4 + (3) + 1 = 10 Reveal Monkey. Reveal Dread Helm to reduce damage to 0. Location power banishes Scout. Discard Wayfinder (c) to examine top card then explore.

    Woods Card 2: Headband of Epic Intelligence Recharge Monkey to acquire item. Discard Ruan Mirukova to heal a card then explore.

    Woods Card 3: Holy Candle Wisdom 10: 1d8 + 2 + 1d4 + 1 ⇒ (1) + 2 + (2) + 1 = 6 Reveal Lizard

    EOT- Examine top card: Woods card 4: Locked Stone Door

    Agna wrote:

    Hand: Headband of Epic Intelligence, Lizard, Dread Helm, Wayfinder (core), Blessing of Gorum, Horse,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll:Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shoanti Barbarian Hide, Monkey, Wyrmsmite, Lyrune-quah Moon Maiden, Droogami (core), Sawtooth Saber, Pig, Fang Falchion, Blessing of Cayden Cailean, Disrupting Rapier +1, Sands of the Hour, Blessing of the Gods, Belt of Giant Strength, Verminbane Warhammer
    Recharged:
    Discard Pile: Ruan Mirukova,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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:
    Role: Beastmaster
    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)([]+2) and that card's traits to your combat check.
    ☐ Add 2 (☐ 4) to your check to acquire a boon that has the Animal trait.
    [X] You may reveal an ally that has the Animal trait to add 1d4 ([x]+1) (☐+2) to your check.
    At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
    ☐ When you play a blessing that adds to your Wisdom check, you may add a d12 instead of the normal die.

    Woods
    Banish #1 and #3
    Acquire #2
    Examined #4

    Dark Archive

    Looking for Armor 4 / Spell 4 / Ally 2+ Deck handler link

    Correcting turn
    Failed BYA vs henchman, discard top of deck (Vampire Bat)

    Hand reset, draw Channel the Gift (AD4)

    "

    Ezren (Core) wrote:

    Hand: Advocate's Armor, Lt Robe of Runes, lt Sihedron Medallian, Channel the Gift (AD4), Poison Blast (AD3), Twisted Space (AD2), Hungering Staff, Bound Lantern Archon,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant:
    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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ukobach, Cloudburst (AD4), Magnetic Grimoire, Ice and Fire (AD3), Ice Chemist
    Recharged: Stunning Barrier (AD3), lt Wand of Enervation, Fly (AD2), ac Scrying, Volcanic Storm (AD3), Create Mindscape (AD3),
    Discard Pile: Coordinated Blast (AD3), Vampire Bat,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] 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

    "


    Zadim's Deck Handler

    Hour is Blessing of Pharasma

    Throughout my turn, reveal Belt for +1

    Display Grounded Studded Leather

    Zadim splits up and tries to lose the Card 1: Warriors of Wrath in the Nettlemaze. The gout of flame that barely misses his face tells him that he was not very successful.

    Acrobatics 12: 1d8 + 7 ⇒ (7) + 7 = 14 For the combat, reveal Keen Rapier for Acrobatics+1d6+1. Recharge Venomous Hand Crossbow for +Stealth

    Combat 20: 2d8 + 1d6 + 14 ⇒ (2, 5) + (1) + 14 = 22

    Zadim bursts through the smoke to take out the Warrior before they have the chance to respond. He starts making his way to regroup with his team when he notices a barely audible song and a shadow circling; sounds like a Random Monster 1: Harpy Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Taking Agna's Blessing of Gorum

    WIS 7: 2d6 ⇒ (4, 6) = 10 Success. For the combat reveal Keen Rapier for Acrobatics+1d6+1

    Combat 14: 1d8 + 1d6 + 8 ⇒ (1) + (5) + 8 = 14 That was close...

    Zadim angles his rapier to reflect the sun into the Harpy's eyes. They fly off course and crash into entangling thorns of the maze.

    Nettlemaze Closed

    "

    Zadim wrote:

    Hand: Djinn, Blackjack's Rapier, Belt of Physical Prowess, Ambrosia, Spider (Core), Keen Rapier,

    Displayed: Grounded Studded Leather,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Keen Rapier)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sable Company Leathers, Elixir of Energy Resistance, The Locksmith, Blackfingers, Pharasma's Knowing, Silver War Paint (Core), The Carnival, The Joke, Bloodroot Poison, Shock Kukri, Snakebite Dagger, Snake (Core)
    Recharged: Venomous Hand Crossbow,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ([X]or Acid or Undead)([X] 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.

    "


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Wisdom 8 Check needed by others or harpy moves you to Nettlemaze.

    During This Adventure:

    During This Scenario: 2-5C: THE PUTRID GARDENS

  • When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN: WARRIORS OF WRATH

    Others :

    Scenario Level (#): 5

    Turn: 5, Ezren/Matsu_Kurisu

    Random Cards:

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

    Spoiler:
    Troll
    RotR
    Monster 4
    Traits:
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 18
    Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

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

    Spoiler:
    Treachery Demon
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 21
    The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.
    Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.

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

    Barriers
    Spoiler:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

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

    Spoiler:
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

    Spoiler:
    Disjunction Pulse
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 15
    If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

    Spoiler:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

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

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

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

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

    Spoiler:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

    Spells
    Spoiler:
    Blizzard
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Restoration
    RotR
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Winged Shield
    RotR
    Armor 5
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon with the 2-handed trait on this check, you may not play this card.
    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.
    Discard this card to move to another location at the end of your turn.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Shield of Fire Resistance
    RotR
    Armor 1
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Estra/Bigguyinblack
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 2 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 3 Zadim/AAUGHWHY
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 4 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Estra/Bigguyinblack
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 6 Agna/Grimsnik
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 7 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Ezren/Matsu_Kurisu
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 10 Agna/Grimsnik
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 11 Zadim/AAUGHWHY
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Ezren/Matsu_Kurisu
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 13 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 14 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 15 Zadim/AAUGHWHY
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 Ezren/Matsu_Kurisu
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 18 Agna/Grimsnik
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 19 Zadim/AAUGHWHY
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 20 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 21 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 22 Agna/Grimsnik
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 23 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 Ezren/Matsu_Kurisu
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 25 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Estra/Bigguyinblack
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Location #1: Festering Maze of Sloth
    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: Shrine to Lamashtu
    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: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None

    Woods Card 1 (Locked Stone Door):
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Woods Card 2:
    Troll
    RotR
    Monster 4
    Traits:
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 18
    Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
    Woods Card 3:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Woods Card 4:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
    Woods Card 5:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
    Woods Card 6:
    Horsechopper +1
    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

    Woods Card 7:
    Stone Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 16
    Damage Dealt by the Stone Giant is dealt to each character at this location.

    Location #4: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Thassilonian Library Card 1 (Explosive Runes):
    Explosive Runes
    RotR
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Thassilonian Library Card 2:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Thassilonian Library Card 3:
    Hag
    RotR
    Monster 3
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    Thassilonian Library Card 4:
    Detect Evil
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.
    Thassilonian Library Card 5:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
    Thassilonian Library Card 6:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Thassilonian Library Card 7:
    Sacred Killer
    RotR
    Ally 5
    Traits:
    Half-Orc
    Rogue
    To Acquire:
    Dexterity
    Stealth 11
    OR Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
    Discard this card to explore your current location.
    Thassilonian Library Card 8:
    Consecration
    RotR
    Spell 2
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
    Thassilonian Library Card 9:
    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.
    Thassilonian Library Card 10:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #5: Nettlemaze
    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 #6: Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Desecrated Vault Card 1:
    Belt of Giant Strength
    RotR
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength 5
    Reveal this card to add 1 to your Strength check. You may play another item on this check.
    Desecrated Vault Card 2:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    Desecrated Vault Card 3:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Desecrated Vault Card 4:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Desecrated Vault Card 5:
    Cryptic Message
    RotR
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.
    Desecrated Vault Card 6:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.
    Desecrated Vault Card 7:
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.
    Desecrated Vault Card 8:
    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.
    Desecrated Vault Card 9:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Desecrated Vault Card 10:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.


  • Deck Handler Desired Upgrades

    BYA Wisdom 8 check vs Harpy: 1d10 + 4 ⇒ (7) + 4 = 11


    Deck Handler

    Wisdom 8: 1d8 + 2 + 1d4 + 1 ⇒ (7) + 2 + (4) + 1 = 14 Reveal Lizard for my check. Discard Blessing of Gorum for Zadim's check.

    Dark Archive

    Looking for Armor 4 / Spell 4 / Ally 2+ Deck handler link

    Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,

    Out of Turn Updates
    Zadim's Harpy Wis 8: 1d8 ⇒ 7 Failed Move to Nettlemaze

    Blessing = #1 Ezren/Matsu Kurisu: Blessing of Iomedae

    Start of Turn

    At: Nettlemaze
    At the start of your turn, you may examine the top card of your deck; if it is a spell or Ally, you may draw it. Ukobach - Yes

    Give: No
    Move: #4: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.

    Recovery Channel the Gift (AD4), fetch(Create Mindscape (AD3))
    Display Create Mindscape (AD3) @ #4: Thassilonian Library

    Recovery Bound Lantern Archon, examine 3, rearrange, draw 1 =
    Cloudburst (AD4) - Draw
    Ice Chemist
    Ice and Fire (AD3)

    Free explore = 1: Explosive Runes, Barrier B: Arcane 13(8+5)

    Spoiler:
    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.

    Arcane 1d12+4+2, Create Mindscape +1d4, Reveal Lt Robe of Runes +2
    Arcane 13: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (11) + 4 + 2 + (4) + 2 = 23 - Banished

    Discard Ukobach, Draw(Ice Chemist), explore +1 Fire vs check to defeat =
    2: Warrior of Wrath, Henchman 5: Combat 20

    Spoiler:
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.

    Recovery Cloudburst (AD4), ignore BYA
    Cloudburst (AD4) 1d12+4+2+3d6, Ukobach +1, Create Mindscape +1d4, Reveal Lt Robe of Runes +2
    Combat 20: 1d12 + 4 + 2 + 3d6 + 1 + 1d4 + 2 ⇒ (5) + 4 + 2 + (4, 4, 5) + 1 + (2) + 2 = 29 - Banished
    Choose not to close, trying to mine spells

    Recharge Advocate's Armor, draw (Ukobach) from discard

    Discard Ukobach, Draw(Ice and Fire (AD3)), explore +1 Fire vs check to defeat =
    3: Hag, Monster 3: Combat 15

    Spoiler:
    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.

    Arcane 1d12+4+2, Create Mindscape +1d4, Reveal Lt Robe of Runes +2
    BYA Arcane 14: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (8) + 4 + 2 + (2) + 2 = 18 - Success

    Reveal Hungering Staff 1d12+4+2+1d6+2, Ukobach +1, Create Mindscape +1d4, Reveal Lt Robe of Runes +2
    Combat 20: 1d12 + 4 + 2 + 1d6 + 2 + 1 + 1d4 + 2 ⇒ (4) + 4 + 2 + (6) + 2 + 1 + (1) + 2 = 22 Banished

    Ezren.Recharge(Poison Blast (AD3)), examine(4: Detect Evil, Spell B), recharge(lt Sihedron Medallian) explore = 4: Detect Evil, Spell B: Divine 4

    Spoiler:
    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.

    Take 0 = Banished

    Ezren.Recharge(Ice and Fire (AD3)), examine(5: Sinspawn Axeman, Monster 5), recharge(Ice Chemist) = 5: Sinspawn Axeman, Monster 5: Combat 19

    Spoiler:
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

    Reveal Hungering Staff 1d12+4+2+1d6+2, Create Mindscape +1d4, Reveal Lt Robe of Runes +2
    Combat 19: 1d12 + 4 + 2 + 1d6 + 2 + 1d4 + 2 ⇒ (12) + 4 + 2 + (2) + 2 + (1) + 2 = 25 Banished

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Lt Robe of Runes+2, Create Mindscape +1d4,
    Channel the Gift (AD4): Arcane 14: 1d12 + 4 + 2 + 1d4 ⇒ (10) + 4 + 2 + (3) = 19 -> Channel the Gift (AD4) recharged .
    Bound Lantern Archon: Arcane 10: 1d12 + 4 + 2 + 1d4 ⇒ (6) + 4 + 2 + (4) = 16 -> Bound Lantern Archon recharged .
    Cloudburst (AD4): Arcane 13: 1d12 + 4 + 2 + 1d4 ⇒ (4) + 4 + 2 + (4) = 14 -> Cloudburst (AD4) recharged .

    Ezren (Core) resets their hand.
    Discard
    Draw up Magnetic Grimoire, Stunning Barrier (AD3), lt Wand of Enervation, Fly (AD2), ac Scrying

    Summary
    Location = #4: Thassilonian Library
    Acquired =
    Banished = 1: Explosive Runes, 2: Warrior of Wrath, 3: Hag, 4: Detect Evil, 5: Sinspawn Axeman
    Examined =
    Displayed = Display Create Mindscape (AD3) @ Thassilonian Library
    Added =

    Examined =

    From Box =

    Give =
    Used =

    Other =

    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Twisted Space (AD2), Stunning Barrier (AD3), Fly (AD2), ac Scrying, Lt Robe of Runes, Magnetic Grimoire, lt Wand of Enervation,

    Displayed: Create Mindscape (AD3),
    Deck: 9 Discard: 3 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant:
    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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Volcanic Storm (AD3), Advocate's Armor, Poison Blast (AD3), lt Sihedron Medallian, Ice and Fire (AD3), Ice Chemist, Channel the Gift (AD4), Bound Lantern Archon, Cloudburst (AD4),
    Discard Pile: Coordinated Blast (AD3), Vampire Bat, Ukobach,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] 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

    "


    Deck Handler Desired Upgrades

    Blessing of Sarenrae in effect.

    Move to Thassilonian Library.

    Examine Thassilonian Library Card 6 Blessing of the Gods. Discard Gray Maiden Plate to encounter it.

    Thassilonian Library Card 6: Blessing of the Gods:

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

    Auto acquire. Take my free explore.

    Thassilonian Library Card 7: Sacred Killer:

    RotR
    Ally 5
    Traits:
    Half-Orc
    Rogue
    To Acquire:
    Dexterity
    Stealth 11
    OR Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
    Discard this card to explore your current location.

    charisma 11 aided by Create Mindscape, discarding Blessing of the Gods to bless: 2d10 + 1d4 ⇒ (10, 7) + (3) = 20

    Discard Sacred Killer to explore.

    Thassilonian Library Card 8: Consecration:

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

    Banished. Recharge Staff of Minor Healing (Core) to heal Ezren for 1. Display Mist Horn (Core) at Woods.

    reveal Honaire to heal then discard him: 1d4 + 1 ⇒ (4) + 1 = 5

    End turn. Honaire is shuffled in then moved to the top of my deck.

    Estra wrote:

    Hand: Dragonbane Greatsword, Divine Insight, Honaire, Cure (Core), Lyrune-quah Truthspeaker, Our Lord in Iron,

    Displayed: Mist Horn (Core),
    Deck: 14 Discard: 0 Buried: 0
    "Current Location: Thassilonian Library
    Hero Points: 6"
    "NOTES:
    Available Support: Folio reroll: Unused

    Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.

    Divine Insight: On any check to defeat a barrier, banish to add 2d6.

    Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.

    Our Lord in Iron: On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Dance, Blessing of the Gods, Djinn, Deathgrip (Core), Giant Form, Holy Light (Core), Gray Maiden Plate, Staff of Minor Healing (Core), Divine Blaze, Breath of Life, Sacred Killer, Wand of Restorative Touch, Enhance, The Paladin
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.
    [x] 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] At the end of your turn, if the ally Honaire is in your discard pile, shuffle him into 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.
    At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

    Thassilonian Library cards 6 and 7 acquired. Card 8 banished.

    Ezren healed for 1.

    Mist Horn displayed at Woods.


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure:

    During This Scenario: 2-5C: THE PUTRID GARDENS

  • When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN: WARRIORS OF WRATH

    Others :

    Scenario Level (#): 5

    Turn: 7, Agna/Grimsnik

    Random Cards:

    Monsters
    Spoiler:
    Iron Golem
    RotR
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 22
    You may not play spells with the Attack trait.
    Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
    1. Cold
    2. Electricity
    3. FIre
    4. Ranged Combat

    Spoiler:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

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

    Spoiler:
    Elder Water Elemental
    RotR
    Monster 5
    Traits:
    Elemental
    To Defeat:
    Combat 18
    The elemental is immune to the Mental and Poison traits.
    If undefeated, you move to a random other location.

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

    Barriers
    Spoiler:
    Disjunction Pulse
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 15
    If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

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

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

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

    Spoiler:
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

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

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

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

    Spoiler:
    Flaming Ranseur +3
    RotR
    Weapon 5
    Traits:
    2-Handed
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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

    Spells
    Spoiler:
    Disintegrate
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding it.

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

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

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

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

    Armors
    Spoiler:
    Winged Shield
    RotR
    Armor 5
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon with the 2-handed trait on this check, you may not play this card.
    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.
    Discard this card to move to another location at the end of your turn.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Reflecting Shield
    RotR
    Armor 4
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Shield of Fire Resistance
    RotR
    Armor 1
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

    Spoiler:
    Monkey
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Zadim/AAUGHWHY
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 2 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Estra/Bigguyinblack
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 4 Agna/Grimsnik
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 Ezren/Matsu_Kurisu
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 8 Agna/Grimsnik
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 Zadim/AAUGHWHY
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 Ezren/Matsu_Kurisu
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 11 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 12 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Zadim/AAUGHWHY
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 Ezren/Matsu_Kurisu
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 16 Agna/Grimsnik
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 17 Zadim/AAUGHWHY
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 20 Agna/Grimsnik
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 Ezren/Matsu_Kurisu
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Estra/Bigguyinblack
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Location #1: Festering Maze of Sloth
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Shrine to Lamashtu
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, Agna's Mist Horn Displayed

    Woods Card 1 (Locked Stone Door):
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Woods Card 2:
    Troll
    RotR
    Monster 4
    Traits:
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 18
    Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
    Woods Card 3:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Woods Card 4:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
    Woods Card 5:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
    Woods Card 6:
    Horsechopper +1
    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

    Woods Card 7:
    Stone Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 16
    Damage Dealt by the Stone Giant is dealt to each character at this location.

    Location #4: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, Estra/Bigguyinblack, Ezren's Create Mindscape Displayed
    Thassilonian Library Card 1:
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Thassilonian Library Card 2:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #5: Nettlemaze
    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 #6: Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Desecrated Vault Card 1:
    Belt of Giant Strength
    RotR
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength 5
    Reveal this card to add 1 to your Strength check. You may play another item on this check.
    Desecrated Vault Card 2:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    Desecrated Vault Card 3:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Desecrated Vault Card 4:
    Warrior of Wrath
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Fighter
    Human
    Wizard
    To Defeat:
    Combat 20
    Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
    If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
    If defeated, you may immediately attempt to close this location.
    Desecrated Vault Card 5:
    Cryptic Message
    RotR
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.
    Desecrated Vault Card 6:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.
    Desecrated Vault Card 7:
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.
    Desecrated Vault Card 8:
    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.
    Desecrated Vault Card 9:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Desecrated Vault Card 10:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.


  • Deck Handler

    Hourglass: Blessing of the Gods

    Move: Desecrated Vault

    Explore: Desecrated Vault Card 1: Belt of Giant Strength Str 5: 1d10 + 4 ⇒ (8) + 4 = 12 Recharge Horse to explore

    Desecrated Vault Card 2: Staff of Heaven and Earth Wisdom 8: 1d8 + 2 + 1d4 + 1 ⇒ (6) + 2 + (3) + 1 = 12 Reveal Lizard. Discard Wayfinder (c) examine top card: Mercenary. Not shuffling. Exploring.

    Desecrated Vault Card 3: Mercenary. Combat 10+5: 1d10 + 4 + 1d4 + 1 + 1 ⇒ (8) + 4 + (2) + 1 + 1 = 16 Reveal Lizard and Belt of Giant Strength 2

    EOT- Examine top card: Warrior of Wrath
    Discard Headband of Epic Intelligence and Staff of Heaven and Earth.

    Agna wrote:

    Hand: Monkey, Lizard, Dread Helm, Droogami (core), Belt of Giant Strength 2, Lyrune-quah Moon Maiden,

    Displayed:
    Deck: 12 Discard: 5 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll:Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wyrmsmite, Verminbane Warhammer, Sawtooth Saber, Belt of Giant Strength, Fang Falchion, Sands of the Hour, Blessing of the Gods, Blessing of Cayden Cailean, Disrupting Rapier +1, Shoanti Barbarian Hide, Pig
    Recharged: Horse,
    Discard Pile: Ruan Mirukova, Blessing of Gorum, Wayfinder (core), Headband of Epic Intelligence, Staff of Heaven and Earth,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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:
    Role: Beastmaster
    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)([]+2) and that card's traits to your combat check.
    ☐ Add 2 (☐ 4) to your check to acquire a boon that has the Animal trait.
    [X] You may reveal an ally that has the Animal trait to add 1d4 ([x]+1) (☐+2) to your check.
    At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
    ☐ When you play a blessing that adds to your Wisdom check, you may add a d12 instead of the normal die.

    Desecrated Vault
    #1 and #2 acquired
    #3 banished
    #4 examined- Warrior of Wrath


    Zadim's Deck Handler

    Hour is Blessing of Lamashtu

    Reveal Belt through my turn for +1 to physical checks

    Move to the Woods

    Zadim comes across a Card 1: Locked Stone Door in the middle of the woods. He could just walk around it, but why pass up a good opportunity to practice his lockpicking? Reveal Blackjack's Rapier for Acrobatics+1d6+2. Recharge Keen Rapier for +Stealth. Recharge to draw a card (Bloodroot Poison) and shuffle deck. Display and Reload Bloodroot Poison for +1d8

    Combat 27: 3d8 + 1d6 + 15 ⇒ (1, 1, 7) + (2) + 15 = 26 Use product reroll on one of the 1s

    Combat 27: 1d8 + 25 ⇒ (1) + 25 = 26 RIP. It gets shuffled back in.

    Zadim starts jimmying the lock with the end of his rapier. He thinks he hears something behind him and turns around to search for it. When he turns back around, the door is gone. How strange...

    Discard Spider to explore again. Random Card: 1d7 ⇒ 4

    Zadim was right about hearing something though: an Card 4: Ogre emerges and they look mad! Reveal Blackjack's Rapier for Acrobatics+1d6+2

    Combat 14: 1d8 + 1d6 + 9 ⇒ (4) + (5) + 9 = 18

    Zadim takes out the Ogre and goes back to trying to figure out what happened to that door...

    "

    Zadim wrote:

    Hand: Bloodroot Poison, Blackjack's Rapier, Belt of Physical Prowess, Ambrosia, Snakebite Dagger, Silver War Paint (Core),

    Displayed: Grounded Studded Leather,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Keen Rapier)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Locksmith, Djinn, Shock Kukri, Keen Rapier, Snake (Core), The Joke, Blackfingers, Pharasma's Knowing, Elixir of Energy Resistance, The Carnival, Venomous Hand Crossbow, Sable Company Leathers
    Recharged:
    Discard Pile: Spider (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ([X]or Acid or Undead)([X] 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 Silver War Paint and Bloodroot Poison

    Dark Archive

    Looking for Armor 4 / Spell 4 / Ally 2+ Deck handler link

    Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,

    Out of Turn Updates
    Healed for 1 on Estra turn
    card#: 1d3 ⇒ 2 (Vampire Bat)

    Blessing = #2 Ezren/Matsu Kurisu: Blessing of the Gods

    Start of Turn

    At: #4: Thassilonian Library
    At the start of your turn, you may examine the top card of your deck; if it is a spell or Ally, you may draw it. Advocate's Armor - No

    Give: No
    Move: No
    At This Location: If you acquire a spell, reset your hand and end your turn.

    Free explore = 1: Blessing of Sarenrae, Blessing B: Constitution 4

    Spoiler:
    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.

    Constitution 4: 1d4 ⇒ 1

    Ezren.Recharge(Fly (AD2)), examine( 2: Fiery Weapon, Spell 1), recharge(Magnetic Grimoire) = 2: Fiery Weapon, Spell 1

    Spoiler:
    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.

    Divine 6: 1d4 ⇒ 3 banished

    Recovery ac Scrying - #3: Woods(Monster)
    card#1 (1-3,5-7): 1d6 ⇒ 4 Woods Card 5: Necromantic Deathtrap, Barrier 5 - shuffled
    card#2 (1-3,5-7): 1d5 ⇒ 5 Woods Card 7: Stone Giant, Monster 4 - on bottom
    card#3 (1-3,5-7): 1d4 ⇒ 2 Woods Card 2: Troll, Monster 4 - on bottom

    Location #4: Thassilonian Library.When Closing: Banish a spell. (Twisted Space (AD2)) CLOSED

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Lt Robe of Runes+2, Create Mindscape +1d4,
    ac Scrying: Arcane 12: 1d12 + 4 + 2 + 1d4 ⇒ (9) + 4 + 2 + (2) = 17 -> ac Scrying recharged .
    Create Mindscape (AD3): Arcane 11: 1d12 + 4 + 2 + 1d4 ⇒ (6) + 4 + 2 + (1) = 13 -> Create Mindscape (AD3) recharged .

    Ezren (Core) resets their hand.
    Discard
    Draw up Advocate's Armor, Bound Lantern Archon, Channel the Gift (AD4), Vampire Bat

    Summary
    Location = #4: Thassilonian Library CLOSED
    Acquired =
    Banished = 1: Blessing of Sarenrae, 2: Fiery Weapon
    Examined =
    Displayed =
    Added =

    Location = #3: Woods RND(1,3,5,6),7,2
    Examined = 5: Necromantic Deathtrap, - shuffled
    7: Stone Giant, Monster 4 - on bottom
    2: Troll, Monster 4 - on bottom

    From Box =

    Give =
    Used =

    Other =
    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Stunning Barrier (AD3), Lt Robe of Runes, lt Wand of Enervation, Advocate's Armor, Bound Lantern Archon, Channel the Gift (AD4), Vampire Bat,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant:
    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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ice Chemist, Volcanic Storm (AD3), Poison Blast (AD3), lt Sihedron Medallian, Ice and Fire (AD3), Cloudburst (AD4)
    Recharged: Fly (AD2), Magnetic Grimoire, ac Scrying, Create Mindscape (AD3),
    Discard Pile: Coordinated Blast (AD3), Ukobach,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] 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

    "


    Deck Handler Desired Upgrades

    Blessing of Norgorber in effect.

    Estra attempts to recover all cards in her Recovery pile.
    Mist Horn (Core): Divine 10: 1d10 + 6 ⇒ (7) + 6 = 13 -> Mist Horn (Core) recharged discarded.

    Pass Our Lord in Iron to Ezren.

    Move to Woods.

    Examine the top card.

    random from the top: 1d6 ⇒ 5

    Horsechopper +1. Discard Cure (Core) to encounter it.

    Woods Card 6: Horsechopper +1:

    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

    strength 9 aided by power: 1d4 + 1d6 + 1 ⇒ (2) + (2) + 1 = 5

    Take my free explore.

    random from the top: 1d5 ⇒ 4

    Woods Card 5: Necromantic Deathtrap:

    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    dexterity 14 casting Divine Insight, reloading Honaire: 1d4 + 2d6 + 1d5 + 5 ⇒ (4) + (1, 4) + (2) + 5 = 16

    Estra ends her turn.

    Estra attempts to recover all cards in her Recovery pile.
    Divine Insight: Divine 8: 1d10 + 6 ⇒ (7) + 6 = 13 -> Divine Insight recharged.

    Estra resets her hand.

    Estra wrote:

    Hand: Dragonbane Greatsword, Honaire, Djinn, Sacred Killer, Lyrune-quah Truthspeaker, Staff of Minor Healing (Core),

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    "Current Location: Woods
    Hero Points: 6"
    "NOTES:
    Available Support: Folio reroll: Unused

    Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.

    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathgrip (Core), Blessing of the Gods, Divine Blaze, Breath of Life, The Dance, Wand of Restorative Touch, Giant Form, Holy Light (Core), Gray Maiden Plate, Enhance, The Paladin
    Recharged: Mist Horn (Core), Divine Insight,
    Discard Pile: Cure (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.
    [x] 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] At the end of your turn, if the ally Honaire is in your discard pile, shuffle him into 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.
    At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

    Woods cards 5 and 6 banished.

    Our Lord in Iron passed to Ezren.


    Deck Handler

    Hourglass: Blessing of Norgorber

    SOT- using promo mat to discard a card then draw a card: Discard Monkey
    Draw Fang Falchion.
    Display Lyrune-quah Moon Maiden

    Desecrated Vault Card 4: Warrior of Wrath. BYA Dexterity 12: 1d8 + 1d4 + 1 ⇒ (6) + (3) + 1 = 10 Reveal Lizard for check. Reveal Dread Helm to reduce damage by 2 to 0.

    Combat 20: 1d10 + 4 + 2d4 + 2 + 1d6 + 1 + 1d4 + 1 ⇒ (1) + 4 + (1, 1) + 2 + (1) + 1 + (4) + 1 = 16 Reveal Fanged Falcon, Belt of Giant Strength and Lizard. Hero Point. Combat 20 with hero point: 1d10 + 4 + 2d4 + 2 + 1d6 + 1 + 1d4 + 1 ⇒ (10) + 4 + (3, 4) + 2 + (4) + 1 + (2) + 1 = 31

    Wisdom 6 to close: 1d8 + 2 + 1d4 + 1 ⇒ (2) + 2 + (2) + 1 = 7 Reveal Lizard

    Agna wrote:

    Hand: Fang Falchion, Dread Helm, Lizard, Droogami (core), Belt of Giant Strength 2, Sands of the Hour,

    Displayed: Lyrune-quah Moon Maiden,
    Deck: 10 Discard: 6 Buried: 0
    Hero Points: 5
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll:Available. Playmat: used"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shoanti Barbarian Hide, Disrupting Rapier +1, Blessing of Cayden Cailean, Pig, Belt of Giant Strength, Blessing of the Gods, Wyrmsmite, Sawtooth Saber, Verminbane Warhammer
    Recharged: Horse,
    Discard Pile: Ruan Mirukova, Blessing of Gorum, Wayfinder (core), Headband of Epic Intelligence, Staff of Heaven and Earth, Monkey,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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:
    Role: Beastmaster
    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)([]+2) and that card's traits to your combat check.
    ☐ Add 2 (☐ 4) to your check to acquire a boon that has the Animal trait.
    [X] You may reveal an ally that has the Animal trait to add 1d4 ([x]+1) (☐+2) to your check.
    At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
    ☐ When you play a blessing that adds to your Wisdom check, you may add a d12 instead of the normal die.

    Desecrated Vault closed


    Zadim's Deck Handler

    Hour is Blessing of the Gods

    Reveal Belt throughout my turn for +1 to physical checks

    Shuffled Location from top: 1d4 ⇒ 3

    A familiar bolt of flame shoots past Zadim; the Card 3: Warrior of Wrath found them. BA, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.

    Acrobatics 12: 1d8 + 7 ⇒ (5) + 7 = 12 For the combat, reveal Blackjack's Rapier for Acrobatics+1d6+2. Reveal Snakebite Dagger for +Stealth

    Combat 20: 2d8 + 1d6 + 15 ⇒ (3, 2) + (6) + 15 = 26

    Attempt to close. Recharge Estra's Truthspeaker

    WIS 6: 2d6 ⇒ (4, 5) = 9 Nice! I think that's a win!


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    COMPLETED SCENARIO 2-5C: THE PUTRID GARDENSX
    Development
    Despite the Sihedron of Sloth’s disorienting nature, a picture is beginning to emerge. The place is filled not only with loyal subjects of the Runelord of Sloth, but with fanatics equally devoted to Lissala, the Sihedron Scion. At least, the cultists here were devoted to those causes. And it seemed like they had some sort of shudder-inducing plan for you.
    In the back of the courtyard, you notice something strange. It’s a small, tarnished golden idol of a creature with a snakelike lower body, six wings, and a sihedron head: Lissala. Surely, touching this shrine will teleport you somewhere useful, if this place is to be predicted, right?

    Reward
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Emerald Codex. At the end of each scenario, return the loot to the game box.

    Acquired Cards (* = Plunder)
    Sacred Killer (Ally 5)
    Blessing of the Gods (Blessing B)
    Staff of Heaven and Earth (Item 4)
    Belt of Giant Strength (Item 3)
    Headband of Epic Intelligence (Item 5)
    Scrying (Spell 3)

    Weapon
    Spell 3
    Armor
    Item 435
    Ally 5
    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


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    2-5D: THE MOLDERING DREGS

    Just when you thought you were starting to understand the Sihedron of Sloth, you made an assumption that turned out dead wrong. The statue of Lissala in the Putrid Gardens indeed teleported you, but not to any stronghold in the mansion. Instead, it dropped you smack in the middle of claustrophobic, mazelike corridors with moldy walls that stretch as high as you can see.
    Did the statue know that you’re an intruder, and ship you somewhere in the mansion’s depths to scurry around, like a lost dire rat, until you perish from neglect? You’ve heard that teleportation magic is sometimes imperfect, and that certain mishaps can transport travelers to places they never intended to tread. Perhaps that was the case here?
    At any rate, you feel compelled to meander through the maze, looking for some hint. As you wander, though, an inescapable feeling of malaise washes over you. Your limbs leaden, your eyelids droop, and you struggle just to draw breath. Feeling like your very blood has turned to sludge, you lean into the corridor’s wall, fighting to stay awake.
    A gust of wind against your face and a chorus of melodious yet ominous chuckles pique your attention. Seemingly from nowhere, several bat-winged women swoop down and land on lithe feet in front of you. Pupil-less black eyes veritably shining with glee, the tallest among them beckons with talonlike hands.
    “For so long have we patrolled these halls alone,” she sneers.
    “How kind of our priestesses to have sent us some friends!”
    The predator-like way the creatures advance seems anything but friendly, and it’s clear that these women are some sort of foul demons.
    You’re torn between an irrepressible urge to lie down and sleep and the terrifying realization that, if you don’t fight, the demons will rip you to shreds!

    VILLAIN: NONE
    HENCHMEN: ALU-DEMON SISTERS

    PLAYERS LOCATIONS
    1 COURTYARD
    1 FESTERING MAZE OF SLOTH
    2 THASSILONIAN LIBRARY
    3 ACADEMY
    4 PRISON
    5 APOTHECARY
    6 GLASSWORKS

    DURING THIS SCENARIO

  • When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario.
  • To win the scenario, close all locations.


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    During This Adventure:

    During This Scenario: 2-5D: THE MOLDERING DREGS

  • When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN: ALU-DEMON SISTERS

    Others :

    Scenario Level (#): 5

    Turn: 0, Zadim/AAUGHWHY

    Random Cards:

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

    Spoiler:
    Elder Water Elemental
    RotR
    Monster 5
    Traits:
    Elemental
    To Defeat:
    Combat 18
    The elemental is immune to the Mental and Poison traits.
    If undefeated, you move to a random other location.

    Spoiler:
    Ghoul Bat
    RotR
    Monster 4
    Traits:
    Undead
    To Defeat:
    Combat 17
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    Spoiler:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.

    Spoiler:
    Iron Golem
    RotR
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 22
    You may not play spells with the Attack trait.
    Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
    1. Cold
    2. Electricity
    3. FIre
    4. Ranged Combat

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

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

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

    Spoiler:
    Pit of Malfeshnekor
    RotR
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.

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

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

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

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

    Spoiler:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

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

    Spells
    Spoiler:
    Blizzard
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

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

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

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

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


    Spoiler:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Chainmail of Cold Resistance
    RotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Combat or Cold damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Bolstering Armor
    RotR
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

    Spoiler:
    Bracers of Greater Protection
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 3.

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

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

    Location #2: Festering Maze of Sloth
    At This Location: You may play no more than 1 card per check, regardless of type.
    When Closing: Succeed at a Constitution or Fortitude 12 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Location #4: 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

    Location #5: Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None


  • Deck Handler Desired Upgrades

    Trade out Staff of Minor Healing (Core) for Emerald Codex loot. Start at Thassilonian Library.

    Estra wrote:

    Hand: Honaire, Wand of Restorative Touch, Lady of Valor (Core), The Dance, Emerald Codex, Our Lord in Iron,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    "Current Location: Thassilonian Library
    Hero Points: 6"
    "NOTES:
    Available Support: Folio reroll: Unused

    Our Lord in Iron: On any non-Attack combat check, recharge to bless; reroll any dice showing 1.

    The Dance: On another character's check, discard to bless twice.

    Lady of Valor (Core): On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Blaze, Gray Maiden Plate, The Paladin, Divine Insight, Holy Light (Core), Mist Horn (Core), Giant Form, Cure (Core), Dragonbane Greatsword, Djinn, Lyrune-quah Truthspeaker, Deathgrip (Core), Enhance, Breath of Life
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.
    [x] 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] At the end of your turn, if the ally Honaire is in your discard pile, shuffle him into 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.
    At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

    Draw a card: Dragonbane Greatsword. Recharge a card: Wand of Restorative Touch. At the start of Ezren's turn banish Emerald Codex to draw random spells # 1 - 3. Blizzard, Mirror Image, and Major Cure.


    Deck Handler

    Starting Location: Festering Maze of Sloth
    Loot: Fanged Falchion replaces Frost Longspear

    Agna wrote:

    Hand: Belt of Giant Strength, Droogami (core), Disrupting Rapier +1, Blessing of Gorum, Monkey, Wyrmsmite,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 5
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll:Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sands of the Hour, Lyrune-quah Moon Maiden, Lizard, Pig, Verminbane Warhammer, Fang Falchion, Blessing of Cayden Cailean, Wayfinder (core), Shoanti Barbarian Hide, Dread Helm, Blessing of the Gods, Horse, Sawtooth Saber, Ruan Mirukova
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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:
    Role: Beastmaster
    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)([]+2) and that card's traits to your combat check.
    ☐ Add 2 (☐ 4) to your check to acquire a boon that has the Animal trait.
    [X] You may reveal an ally that has the Animal trait to add 1d4 ([x]+1) ([x]+2) to your check.
    At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
    ☐ When you play a blessing that adds to your Wisdom check, you may add a d12 instead of the normal die.


    Zadim's Deck Handler

    Starting Location: Courtyard

    "

    Zadim wrote:

    Hand: Sable Company Leathers, Blackjack's Rapier, Blackfingers, Wyvern Poison, Snakebite Dagger, Snake (Core),

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Snakebite Dagger)

    Blackfingers: Discard to bless, freely recharge if invokes Alchemical or Posion

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elixir of Energy Resistance, The Carnival, Belt of Physical Prowess, Pharasma's Knowing, Spider (Core), Keen Rapier, Silver War Paint (Core), The Joke, Grounded Studded Leather, Venomous Hand Crossbow, Shock Kukri, Djinn, Ambrosia, The Locksmith
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ([X]or Acid or Undead)([X] 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 Sable Company Leathers and Wyvern Poison

    Dark Archive

    Looking for Armor 4 / Spell 4 / Ally 2+ Deck handler link

    Ezren - Start 5.4
    2-5D: THE MOLDERING DREGS

    Card Upgrade
    Sand Elemental in, Vampire Bat (AD3) slot

    Loot swaps
    - Sihedron Medallion, Gem of Mental Acuity (Core) out
    - Robe of Runes, Spellbook out
    - Wand of Enervation, Wand of Flying out

    Starting location
    #4: Academy

    Starting Hand

    "

    Ezren (Core) wrote:

    Hand: Advocate's Armor, Poison Blast (AD3), lt Wand of Enervation, Lt Robe of Runes, Ukobach, Sand Elemental, Bound Lantern Archon, lt Sihedron Medallian,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant:
    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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hungering Staff, Ice and Fire (AD3), Fly (AD2), Twisted Space (AD2), Coordinated Blast (AD3), Stunning Barrier (AD3), Volcanic Storm (AD3), Create Mindscape (AD3), Ice Chemist, Cloudburst (AD4), Channel the Gift (AD4), Magnetic Grimoire
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] 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

    "


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar. 1/4 Elf (Eastern Time)

    During This Adventure:

    During This Scenario: 2-5D: THE MOLDERING DREGS

  • When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN: ALU-DEMON SISTERS

    Others :

    Scenario Level (#): 5

    Turn: 1, Ezren/Matsu_Kurisu

    Random Cards:

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

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

    Spoiler:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Spoiler:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

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

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

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

    Spoiler:
    Circles of Binding
    RotR
    Barrier 4
    Traits:
    Obstacle
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
    If you did not find a monster, banish this card.

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

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

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

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

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

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

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

    Spells
    Spoiler:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Restoration
    RotR
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    Disintegrate
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Goblin Plate +1
    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.


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

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

    Spoiler:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Bracers of Greater Protection
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 3.

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

    Spoiler:
    Amulet of Fiery Fists
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 7
    OR Intelligence
    Arcane 9
    Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

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

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

    Spoiler:
    Poog of Zarongel
    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


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

    Spoiler:
    Velociraptor
    RotR
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 14
    Discard this card to explore your location; add 2d6 to your combat checks during this exploration.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Estra/Bigguyinblack
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 2 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 2 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 3 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Ezren/Matsu_Kurisu
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 5 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Estra/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 6 Agna/Grimsnik
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 7 Zadim/AAUGHWHY
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Ezren/Matsu_Kurisu
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Estra/Bigguyinblack
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 10 Agna/Grimsnik
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 11 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 11 Zadim/AAUGHWHY
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 12 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 14 Agna/Grimsnik
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 15 Zadim/AAUGHWHY
    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.
    Hourglass Card 16 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Estra/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 18 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 19 Zadim/AAUGHWHY
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 Ezren/Matsu_Kurisu
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Estra/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 22 Agna/Grimsnik
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 23 Zadim/AAUGHWHY
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 24 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 Ezren/Matsu_Kurisu
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 25 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Estra/Bigguyinblack
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 26 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 26 Agna/Grimsnik
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 27 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 27 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 28 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 28 Ezren/Matsu_Kurisu
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 29 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 29 Estra/Bigguyinblack
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

    Courtyard Card 1:
    Headband of Epic Intelligence
    RotR
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence 7
    Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
    Courtyard Card 2:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Courtyard Card 3:
    Shining Child
    RotR
    Monster 4
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Shining Child is immune to the Fire and Poison traits.
    All damage dealt by the Shining Child is Fire damage.
    Courtyard Card 4:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
    Courtyard Card 5:
    Sickle +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
    Courtyard Card 6:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    Courtyard Card 7:
    Winged Shield
    RotR
    Armor 5
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon with the 2-handed trait on this check, you may not play this card.
    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.
    Discard this card to move to another location at the end of your turn.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Courtyard Card 8:
    Alu-Demon Sister
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
    If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    If defeated, you may immediately attempt to close this location.
    Courtyard Card 9:
    Cape of Escape
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
    Courtyard Card 10:
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #2: Festering Maze of Sloth
    At This Location: You may play no more than 1 card per check, regardless of type.
    When Closing: Succeed at a Constitution or Fortitude 12 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Festering Maze of Sloth Card 1:
    Alu-Demon Sister
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
    If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    If defeated, you may immediately attempt to close this location.
    Festering Maze of Sloth Card 2:
    Harpy
    RotR
    Monster 4
    Traits:
    Harpy
    To Defeat:
    Combat 14
    Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
    Festering Maze of Sloth Card 3:
    Hill Giant
    RotR
    Monster B
    Traits:
    Giant
    To Defeat:
    Combat 15
    Damage dealt by the Hill Giant is dealt to each character at this location.
    Festering Maze of Sloth Card 4:
    Speed
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Festering Maze of Sloth Card 5:
    Blizzard
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Festering Maze of Sloth Card 6:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Festering Maze of Sloth Card 7:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Festering Maze of Sloth Card 8:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.
    Festering Maze of Sloth Card 9:
    Magic Spyglass
    RotR
    Item 4
    Traits:
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.
    Festering Maze of Sloth Card 10:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Location #3: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Estra/Bigguyinblack, None
    Thassilonian Library Card 1:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Thassilonian Library Card 2:
    Toxic Cloud
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Thassilonian Library Card 3:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Thassilonian Library Card 4:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Thassilonian Library Card 5:
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Thassilonian Library Card 6:
    Pit Trap
    RotR
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.
    Thassilonian Library Card 7:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
    Thassilonian Library Card 8:
    Toxic Cloud
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Thassilonian Library Card 9:
    Alu-Demon Sister
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
    If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    If defeated, you may immediately attempt to close this location.
    Thassilonian Library Card 10:
    Incendiary Cloud
    RotR
    Spell 3
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Location #4: 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: Ezren/Matsu_Kurisu, None
    Academy Card 1:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Academy Card 2:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Academy Card 3:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Academy Card 4:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Academy Card 5:
    Scrying
    RotR
    Spell 3
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Academy Card 6:
    Fire Sneeze
    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

    Academy Card 7:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Academy Card 8:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Academy Card 9:
    Disintegrate
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding it.
    Academy Card 10:
    Alu-Demon Sister
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
    If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    If defeated, you may immediately attempt to close this location.

    Location #5: Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Prison Card 1:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
    Prison Card 2:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    Prison Card 3:
    Grindylow
    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
    Prison Card 4:
    Monkey
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.
    Prison Card 5:
    Explosive Runes
    RotR
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Prison Card 6:
    Grazuul
    RotR
    Monster 3
    Traits:
    Aquatic
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 16
    Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
    Prison Card 7:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.
    Prison Card 8:
    Shield of Fire Resistance
    RotR
    Armor 1
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Prison Card 9:
    Chime of Unlocking
    RotR
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 8
    Reveal this card to defeat a barrier with the Lock trait.
    Prison Card 10:
    Alu-Demon Sister
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
    If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    If defeated, you may immediately attempt to close this location.

  • Dark Archive

    Looking for Armor 4 / Spell 4 / Ally 2+ Deck handler link

    Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,

    Out of Turn Updates

    Blessing = #1 Ezren/Matsu Kurisu: Blessing of Torag:

    Start of Turn

    At: #4: Academy
    At the start of your turn, you may examine the top card of your deck; if it is a spell or Ally, you may draw it. Volcanic Storm (AD3) - Yes

    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.

    Recovery Bound Lantern Archon, examine 3, rearrange, draw 1
    Create Mindscape (AD3) - Draw
    Twisted Space (AD2)
    Magnetic Grimoire

    Display Create Mindscape (AD3)

    Free explore = 1: Grizzled Mercenary, Ally 1: Charisma 6

    Spoiler:
    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.

    Charisma 1d6, Create Mindscape (AD3) +1d4, Reveal Advocate's Armor +2
    Charisma 6: 1d6 + 1d4 + 2 ⇒ (6) + (2) + 2 = 10 - Acquired

    Location.Extra Explore = 2: Staff of Minor Healing, Item 1: Wisdom 7

    Spoiler:
    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.

    Wisdom 1d8+1, Create Mindscape (AD3) +1d4
    Wisdom 7: 1d8 + 1 + 1d4 ⇒ (4) + 1 + (2) = 7 - acquired

    Discard Ukobach, draw(Magnetic Grimoire), explore +1 FIre vs checks to defeat =
    3: Trapped Spellbook, Barrier 5: Arcane 15

    Spoiler:
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Arcane 1d12+4+2, Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2, Ukobach +1
    Arcane 15: 1d12 + 4 + 2 + 1d4 + 2 + 1 ⇒ (12) + 4 + 2 + (2) + 2 + 1 = 23 - Banished
    Spells drawn: 1d4 ⇒ 1 S1 Raise Dead, Spell 5
    Spoiler:
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Ezren.Recharge(ac Raise Dead), examine( 4: Lightning Bolt, Spell 2), recharge(ac Grizzled Mercenary) = 4: Lightning Bolt, Spell 2: Arcane 8

    Spoiler:
    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.

    Arcane 1d12+4+2, Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2
    Arcane 8: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (3) + 4 + 2 + (3) + 2 = 14 - Acquired

    Recharge Advocate's Armor, draw Ukobach from discard

    Discard Ukobach, draw(Twisted Space (AD2)), explore +1 FIre vs checks to defeat =
    5: Scrying, Spell 3: Arcane 10

    Spoiler:
    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.

    Arcane 1d12+4+2, Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2
    Arcane 10: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (11) + 4 + 2 + (1) + 2 = 20 - Acquired

    Recovery ac Scrying - #4: Academy(Monster)
    Academy Card 6: Fire Sneeze, Spell P - Shuffle
    Academy Card 7: Sneak, Monster B - ON BOTTOM
    Academy Card 8: Poison Blast, Spell 4 - Shuffle

    Ezren.Recharge(ac Lightning Bolt (AD2)), examine( top card(6,8,9,10): 1d4 ⇒ 3
    9: Disintegrate, Spell 5), recharge(Sand Elemental) =
    9: Disintegrate, Spell 5: Arcane 14

    Spoiler:
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding it.

    Arcane 1d12+4+2, Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2
    Arcane 14: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (5) + 4 + 2 + (4) + 2 = 17 - Acquired

    Ezren.Recharge(Poison Blast (AD3)), examine( top card(6,8,10): 1d3 ⇒ 1
    6: Fire Sneeze, Spell P), recharge(Magnetic Grimoire) =
    6: Fire Sneeze, Spell P: Arcane 6

    Spoiler:
    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.

    Arcane 1d12+4+2, Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2
    Arcane 6: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (1) + 4 + 2 + (1) + 2 = 10 - Acquired

    Ezren.Recharge(ac Fire Sneeze (AD0)), examine( top card(8,10): 1d2 ⇒ 1
    8: Poison Blast, Spell 4), recharge(Volcanic Storm (AD3)) =
    8: Poison Blast, Spell 4: Arcane 12

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

    Arcane 1d12+4+2, Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2
    Arcane 6: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (9) + 4 + 2 + (3) + 2 = 20 - Acquired

    Ezren.Recharge(Twisted Space (AD2)), examine( top card(10): 1d1 ⇒ 1
    10: Alu-Demon Sister, Henchman 5), recharge(ac Poison Blast (AD4)) =
    10: Alu-Demon Sister, Henchman 5: Combat 17

    Spoiler:
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
    If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    If defeated, you may immediately attempt to close this location.

    Arcane 1d12+4+2, Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2
    BYA Arcane 10: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (9) + 4 + 2 + (4) + 2 = 21 - Success
    Recovery ac Disintegrate (AD5) 1d12+4+2+4d6, Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2
    Combat 17: 1d12 + 4 + 2 + 4d6 + 1d4 + 2 ⇒ (11) + 4 + 2 + (5, 4, 1, 4) + (1) + 2 = 34 - Banished

    #4: Academy.When Closing: Succeed at an Arcane 6 check.
    Arcane 1d12+4+2, Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2
    Arcane 6: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (11) + 4 + 2 + (4) + 2 = 23 - CLOSED

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Lt Robe of Runes+2, Create Mindscape +1d4,
    Bound Lantern Archon: Arcane 10: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (1) + 4 + 2 + 2 + (1) = 10 -> Bound Lantern Archon recharged.
    ac Scrying (AD3): Arcane 12: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (5) + 4 + 2 + 2 + (1) = 14 -> ac Scrying (AD3) recharged .
    ac Disintegrate (AD5): Arcane 16: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (8) + 4 + 2 + 2 + (1) = 17 -> ac Disintegrate (AD5) recharged.
    Create Mindscape (AD3): Arcane 11: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (9) + 4 + 2 + 2 + (1) = 18 -> Create Mindscape (AD3) recharged .

    Ezren (Core) resets their hand.
    When you reset your hand, if your hand size is 3 or more, succeed Arcane 9 check or reduce your hand size by 1 for the rest of the scenario.
    Arcane 1d12+4+2, Reveal Lt Robe of Runes +2
    Arcane 9: 1d12 + 4 + 2 + 2 ⇒ (12) + 4 + 2 + 2 = 20 - success

    Discard
    Draw up Hungering Staff, Ice Chemist, Channel the Gift (AD4), Cloudburst (AD4), Ice and Fire (AD3)

    Summary
    Location = #4: Academy - CLOSED
    Acquired = 1: Grizzled Mercenary, 2: Staff of Minor Healing, S1 Raise Dead, 4: Lightning Bolt, 5: Scrying, 6: Fire Sneeze, 9: Disintegrate, 8: Poison Blast

    Banished = 3: Trapped Spellbook, 10: Alu-Demon Sister,
    Examined = 7: Sneak, Monster B - ON BOTTOM
    Displayed =
    Added =

    Location =
    Examined =

    From Box = S1 Raise Dead

    Give =
    Used =

    Other =

    "

    Ezren (Core) wrote:

    Hand: lt Wand of Enervation, Lt Robe of Runes, lt Sihedron Medallian, Hungering Staff, Ice Chemist, Channel the Gift (AD4), Cloudburst (AD4), Ice and Fire (AD3),

    Displayed:
    Deck: 18 Discard: 1 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant: Wand -1d4+4DC vs combat. 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stunning Barrier (AD3), Coordinated Blast (AD3), Fly (AD2)
    Recharged: ac Raise Dead (AD5), ac Grizzled Mercenary, Advocate's Armor, ac Lightning Bolt (AD2), Sand Elemental, Poison Blast (AD3), Magnetic Grimoire, ac Fire Sneeze (AD0), Volcanic Storm (AD3), Twisted Space (AD2), ac Poison Blast (AD4), Bound Lantern Archon, ac Scrying (AD3), ac Disintegrate (AD5), Create Mindscape (AD3),
    Discard Pile: Ukobach,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] 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

    "


    Deck Handler Desired Upgrades

    Blessing of Lamashtu in effect.

    Examine the top card of Thassilonian Library: Blessing of the Gods. Bury Mirror Image to encounter it.

    Thassilonian Library Card 1: Blessing of the Gods:

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

    Auto acquire. Take my free explore.

    Thassilonian Library Card 2: Toxic Cloud:

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

    Banished. Discard Our Lord in Iron to explore.

    Thassilonian Library Card 3: Father Zantus:

    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.

    Divine 6 auto acquire. Discard Blessing of the Gods to explore.

    Thassilonian Library Card 4: Mercenary:

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

    combat 10 +5 revealing Dragonbane Greatsword, reloading Honaire: 1d4 + 1d12 + 1d6 + 8 ⇒ (2) + (2) + (2) + 8 = 14

    folio reroll on the d12: 1d12 ⇒ 1

    hero point: 1d4 + 1d12 + 1d6 + 8 ⇒ (4) + (6) + (5) + 8 = 23

    Draw a card from succeeding at a combat check: Honaire. End turn. Heal my 2 discarded cards then discard Honaire who will then move to the top of my deck.

    divine 9 scenario effect recharging Father Zantus: 1d10 + 1d4 + 6 ⇒ (6) + (2) + 6 = 14

    Estra wrote:

    Hand: Dragonbane Greatsword, Blizzard, Major Cure, Honaire, Lady of Valor (Core), The Dance,

    Displayed:
    Deck: 17 Discard: 0 Buried: 1
    "Current Location: Thassilonian Library
    Hero Points: 5"
    "NOTES:
    Available Support: Folio reroll: used

    The Dance: On another character's check, discard to bless twice.

    Lady of Valor (Core): On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Djinn, Blessing of the Gods, Enhance, Breath of Life, Gray Maiden Plate, Mist Horn (Core), Lyrune-quah Truthspeaker, The Paladin, Cure (Core), Giant Form, Our Lord in Iron, Divine Blaze, Divine Insight, Holy Light (Core), Wand of Restorative Touch, Deathgrip (Core)
    Recharged: Father Zantus,
    Discard Pile:
    Buried Pile: Mirror Image,
    "
    Skills and Powers:
    SKILLS
    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.
    [x] 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] At the end of your turn, if the ally Honaire is in your discard pile, shuffle him into 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.
    At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

    Thassilonian Library cards 1 and 3 acquired. Cards 2 and 4 banished.

    Used a hero point.


    Deck Handler

    Hourglass: Blessing of the Gods

    Explore: Festering Maze of Sloth Card 1: Alu-Demon Sister Combat 17: 3d10 + 4 ⇒ (10, 4, 3) + 4 = 21 Discard Blessing of Gorum

    Con 12 close attempt: 3d6 ⇒ (6, 6, 1) = 13 Using Estra's The Dance

    EOT- Con 9: 1d6 + 1d4 + 2 ⇒ (5) + (1) + 2 = 8 Reveal Monkey re-roll d4: 1d4 + 7 ⇒ (4) + 7 = 11 Using promo re-roll[/dice]

    Agna wrote:

    Hand: Belt of Giant Strength, Droogami (core), Disrupting Rapier +1, Wayfinder (core), Monkey, Wyrmsmite,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 5
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll:Used. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ruan Mirukova, Lyrune-quah Moon Maiden, Shoanti Barbarian Hide, Pig, Blessing of the Gods, Blessing of Cayden Cailean, Sands of the Hour, Horse, Sawtooth Saber, Verminbane Warhammer, Dread Helm, Lizard, Fang Falchion
    Recharged:
    Discard Pile: Blessing of Gorum,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 [ooc]☐ +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:
    Role: Beastmaster
    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)([]+2) and that card's traits to your combat check.
    ☐ Add 2 (☐ 4) to your check to acquire a boon that has the Animal trait.
    [X] You may reveal an ally that has the Animal trait to add 1d4 ([x]+1) ([x]+2) to your check.
    At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
    ☐ When you play a blessing that adds to your Wisdom check, you may add a d12 instead of the normal die.

    Estra's The Dance used
    Festering Maze of Sloth closed


    Zadim's Deck Handler

    Hour is Blessing of the Gods

    Stay at Courtyard. Explore Courtyard Card 1: Headband of Epic Intelligence

    INT 7: 1d8 + 1 ⇒ (6) + 1 = 7 Nice! I meant to bless that; glad I didn't need it XD

    Discard Snake to explore again. Courtyard Card 2: Venomous Heavy Crossbow +2.Really glad I didn't bless the headband, I want this very much. Discard Blackfingers to bless

    DEX 10: 2d8 + 4 ⇒ (2, 6) + 4 = 12

    End turn. Auto-Fail scenario check

    "

    Zadim wrote:

    Hand: Venomous Heavy Crossbow +2, Blackjack's Rapier, Headband of Epic Intelligence, Spider (Core), Snakebite Dagger,

    Displayed: Sable Company Leathers, Wyvern Poison,
    Deck: 13 Discard: 2 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Venomous Heavy Crossbow +2, Snakebite Dagger)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shock Kukri, Ambrosia, Belt of Physical Prowess, Grounded Studded Leather, Elixir of Energy Resistance, The Carnival, Pharasma's Knowing, Silver War Paint (Core), Keen Rapier, The Joke, The Locksmith, Djinn, Venomous Hand Crossbow
    Recharged:
    Discard Pile: Snake (Core), Blackfingers,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 [ooc]☐ +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 ([X]or Acid or Undead)([X] 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.

    "

    Dark Archive

    Looking for Armor 4 / Spell 4 / Ally 2+ Deck handler link

    Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,

    Out of Turn Updates

    Blessing = #5 Ezren/Matsu Kurisu: Blessing of Shelyn

    Start of Turn

    At: #4: Academy
    At the start of your turn, you may examine the top card of your deck; if it is a spell or Ally, you may draw it. Fly (AD2) - Yes

    Give: No
    Move: #3: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.

    Free explore = 5: Blessing of Lamashtu, Blessing 1: Arcane 5

    Spoiler:
    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.

    Arcane 1d12+4+2, Reveal Lt Robe of Runes +2
    Arcane 5: 1d12 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15 Acquired

    Ezren.Recharge(Cloudburst (AD4)), examine(6: Pit Trap, Barrier B), recharge(lt Sihedron Medallian) = 6: Pit Trap, Barrier B: Wisdom 7

    Spoiler:
    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.

    Wisdom 1d8+1, Ezren.Spell discard(Fly (AD2)) +1d12+4
    Wisdom 7: 1d8 + 1 + 1d12 + 4 ⇒ (1) + 1 + (4) + 4 = 10 - Banished

    Pit Trap.Explore = 7: Ogre, Monster B: Combat 14

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

    Reveal Hungering Staff 1d12+4+2+1d6+2, Reveal Lt Robe of Runes +2
    Combat 14: 1d12 + 4 + 2 + 1d6 + 2 + 2 ⇒ (10) + 4 + 2 + (6) + 2 + 2 = 26 - Banished

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Lt Robe of Runes+2,

    Ezren (Core) resets their hand.
    When you reset your hand, if your hand size is 3 or more, succeed Arcane 9 check or reduce your hand size by 1 for the rest of the scenario.
    Arcane 1d12+4+2, Reveal Lt Robe of Runes +2
    Arcane 9: 1d12 + 4 + 2 + 2 ⇒ (12) + 4 + 2 + 2 = 20 - success

    Discard
    Draw up Coordinated Blast (AD3)

    Summary
    Location = #3: Thassilonian Library
    Acquired = 5: Blessing of Lamashtu

    Banished = 6: Pit Trap, 7: Ogre
    Examined =
    Displayed =
    Added =

    Location =
    Examined =

    From Box =

    Give =
    Used =

    Other =

    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Channel the Gift (AD4), Ice and Fire (AD3), lt Wand of Enervation, Lt Robe of Runes, Ice Chemist, ac Blessing of Lamashtu, Coordinated Blast (AD3),

    Displayed:
    Deck: 18 Discard: 2 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant: Wand -1d4+4DC vs combat. Available. Blessing Available
    Local: vs Magic card, recharge a card to add 1d4. Available
    Coordinated Blast (AD3) +1d12+6 vs check to defeat. Available
    Movement: On Close:
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stunning Barrier (AD3)
    Recharged: ac Raise Dead (AD5), ac Grizzled Mercenary, Advocate's Armor, ac Lightning Bolt (AD2), Sand Elemental, Poison Blast (AD3), Magnetic Grimoire, ac Fire Sneeze (AD0), Volcanic Storm (AD3), Twisted Space (AD2), ac Poison Blast (AD4), Bound Lantern Archon, ac Scrying (AD3), ac Disintegrate (AD5), Create Mindscape (AD3), Cloudburst (AD4), lt Sihedron Medallian,
    Discard Pile: Ukobach, Fly (AD2),
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] 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

    "


    Deck Handler Desired Upgrades

    Blessing of Shelyn in effect.

    Pass Blizzard to Ezren. Examine Thassilonian Library card 8.. Another Toxic Cloud. Take my free explore.

    Thassilonian Library Card 8: Toxic Cloud:

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

    Banished. Discard Lady of Valor (Core) to explore..

    Thassilonian Library Card 9: Alu-Demon Sister:

    RotR
    Henchman 5
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
    If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    If defeated, you may immediately attempt to close this location.

    Ezren must roll arcane 10 to play an attack spell.

    arcane 10 revealing Robe of Runes: 1d12 + 8 ⇒ (7) + 8 = 15

    Ezren plays Coordinated Blast.

    combat 17 revealing Dragonbane Greatsword, aided by Lady of Valor (Core), aided by Coordinated Blast, reloading Honaire: 1d4 + 1d12 + 1d4 + 1d12 + 12 ⇒ (4) + (2) + (2) + (4) + 12 = 24

    Draw a card from succeeding at a combat check: Honaire. Banish Major Cure to close. Heal my 2 discarded cards then discard Honaire and then Honaire moves to the top of my deck. End turn.

    scenario effect divine 9: 1d10 + 6 ⇒ (6) + 6 = 12

    Estra wrote:

    Hand: Dragonbane Greatsword, Honaire, Lyrune-quah Truthspeaker, Father Zantus, The Paladin, Enhance,

    Displayed:
    Deck: 15 Discard: 0 Buried: 1
    "Current Location: Thassilonian Library
    Hero Points: 5"
    "NOTES:
    Available Support: Folio reroll: used

    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)

    The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. (1d10)
    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Dance, Holy Light (Core), Breath of Life, Lady of Valor (Core), Wand of Restorative Touch, Gray Maiden Plate, Deathgrip (Core), Divine Blaze, Djinn, Cure (Core), Mist Horn (Core), Our Lord in Iron, Giant Form, Blessing of the Gods, Divine Insight
    Recharged:
    Discard Pile:
    Buried Pile: Mirror Image,
    "
    Skills and Powers:
    SKILLS
    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.
    [x] 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] At the end of your turn, if the ally Honaire is in your discard pile, shuffle him into 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.
    At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

    Thassilonian Library closed.

    Ezren cast Coordinated Blast.

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