BR Zalarian |
During This Adventure:
During This Scenario: 2-5D: THE MOLDERING DREGS
Additional Rules: VILLAIN: NONE
HENCHMEN: ALU-DEMON SISTERS
Others :
Scenario Level (#): 5
Turn: 7, Agna/Grimsnik
Monsters
RotR
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12
If undefeated, shuffle the Redcap into a random open location deck.
RotR
Monster 5
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.
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
RotR
Monster 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.
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.
Barriers
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
RotR
Barrier 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.
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.
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.
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
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
RotR
Weapon B
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
RotR
Weapon 3
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
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.
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.
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.
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.
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
RotR
Armor 3
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 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.
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 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.
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.
Items
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
RotR
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
RotR
Item 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
RotR
Ally 5
Traits:
Demon
Outsider
To Acquire:
Arcane
Divine 18
If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
Discard this card to explore your location.
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
RotR
Ally 1
Traits:
Human
Shopkeeper
To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.
RotR
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
RotR
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Place this card on top of your deck to examine the top card of a location deck.
Blessings
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 23
Hourglass
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zadim/AAUGHWHY, None
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.
RotR
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
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.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
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.
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.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
RotR
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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Agna/Grimsnik, None
Location #3: Thassilonian Library
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Matsu_Kurisu, Estra/Bigguyinblack, None
Location #4: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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
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.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
RotR
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12
The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
RotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
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.
RotR
Armor 1
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
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.
Grimsnik's Agna |
Hourglass: Blessing of Abadar
Move: Courtyard
Explore- Courtyard Card 1: Shining Child BYA Dex 8: 1d8 + 1d4 + 2 ⇒ (5) + (3) + 2 = 10
Combat 20: 1d10 + 4 + 1d8 + 2 + 1d4 + 1d4 + 2 + 1 + 1d4 ⇒ (1) + 4 + (3) + 2 + (2) + (2) + 2 + 1 + (1) = 18 Reveal and reload Wyrmsmite. Recharge Droogami. Reveal Monkey and Belt of Giant Strength. Discard Wayfinder and Belt of Giant Strength for damage.
EOT- Top card: 1d8 ⇒ 1 Shining Child
Hand: Wyrmsmite, Lizard, Disrupting Rapier +1, Blessing of the Gods, Monkey, Lyrune-quah Moon Maiden,
Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 5
"NOTES:
Available Support: Blessings are available for use.
Other: Re-roll:Used. Playmat: Available"
"
Middle of Deck (Unknown Order): Fang Falchion, Pig, Verminbane Warhammer, Horse, Sawtooth Saber, Shoanti Barbarian Hide, Ruan Mirukova, Dread Helm, Blessing of Cayden Cailean, Sands of the Hour
Recharged: Droogami (core),
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
Proficiencies:
Light Armor, Weapons
POWERS:
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.
Mavaro needs to make a Dex/Acro 8 check
Shining Child on top of Courtyard
Rest of Courtyard is shuffled
AAUGHWHY's PACS Zadim |
On Agna's turn, make Acro check.
Acrobatics 8: 1d8 + 6 ⇒ (2) + 6 = 8
Hour is Blessing of Sarenrae
Throughout my turn reveal Headband for +2 to my INT.
I'll just keep the Courtyard in the same location since the Shining Child ended up on the top again
While Agna distracts the Card 1: Shining Child, Zadim sneaks up behind it. Reveal Blackjack's Rapier for Acrobatics+1d6+2. Recharge Snakebite Dagger for +Stealth
Location Acrobatics 8: 1d8 + 6 ⇒ (2) + 6 = 8
Combat 20: 2d8 + 1d6 + 14 ⇒ (6, 7) + (1) + 14 = 28
Zadim takes out the outsider but before they can celebrate, a flying axe whirls between them. A Card 2: Sinspawn Axeman has them in their sights! Discard Spider to explore again. Reveal Blackjack's Rapier for Acrobatics+1d8+2. Reload Wyvern Poison for +1d12
Location Acrobatics 8: 1d8 + 6 ⇒ (7) + 6 = 13
Combat 19: 1d8 + 1d6 + 1d12 + 8 ⇒ (6) + (5) + (2) + 8 = 21
And Zadim had them in his sights. Zadim dashes through the sinspawn and the sinspawn falls.
Recharge Headband to examine location. Card 3: Sickle +1
Auto-Fail scenario rule
"
Hand: Venomous Heavy Crossbow +2, Blackjack's Rapier, Wyvern Poison, Pharasma's Knowing,
Displayed: Sable Company Leathers, Wyvern Poison,
Deck: 14 Discard: 3 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use )Pharasma's Knowing: Discard to Bless
Middle of Deck (Unknown Order): Venomous Hand Crossbow, Shock Kukri, Djinn, The Joke, Elixir of Energy Resistance, Belt of Physical Prowess, Keen Rapier, The Carnival, Grounded Studded Leather, Ambrosia, The Locksmith, Silver War Paint (Core)
Recharged: Snakebite Dagger, Headband of Epic Intelligence,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([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.
Agna needs to make 2 DEX/Acro 8 checks
Display Wyvern Poison
Grimsnik's Agna |
LP Shining Child Dex 8: 1d8 + 1d4 + 2 ⇒ (4) + (2) + 2 = 8 Reveal Monkey
LP Axeman Dex 8: 1d8 + 1d4 + 2 ⇒ (7) + (3) + 2 = 12 Reveal Monkey
BR Zalarian |
During This Adventure:
During This Scenario: 2-5D: THE MOLDERING DREGS
Additional Rules: VILLAIN: NONE
HENCHMEN: ALU-DEMON SISTERS
Others :
Scenario Level (#): 5
Turn: 9, Ezren/Matsu_Kurisu
Monsters
RotR
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Monster 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.
RotR
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
Barriers
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier 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.
Weapons
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
RotR
Weapon B
Traits:
Chain
Finesse
Melee
Piercing
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
RotR
Weapon B
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 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
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.
RotR
Spell B
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 3
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armors
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
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
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
RotR
Item 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.
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma 5
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
Allies
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.
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.
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.
RotR
Ally 1
Traits:
Human
Noble
To Acquire:
Charisma
Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
RotR
Ally 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.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing 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:
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hours Remaining: 21
Hourglass
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.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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: 2 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zadim/AAUGHWHY, Agna/Grimsnik, None
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
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.
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.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
RotR
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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Thassilonian Library
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Matsu_Kurisu, Estra/Bigguyinblack, None
Location #4: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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
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.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
RotR
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12
The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
RotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
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.
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.
RotR
Armor 1
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8
Reveal this card to defeat a barrier with the Lock trait.
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 {Cor/HV2/UM} Matsu Kurisu |
Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,
Out of Turn Updates
Coordinated Blast for Estra
Reveal Lt Robe of Runes +2
Coordinated Blast (AD3): Arcane 12: 1d12 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14 -> Coordinated Blast (AD3) recharged.
Blessing = #9 Ezren/Matsu Kurisu: Blessing of Shelyn
Start of Turn
At: #3: 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: #5: Prison
At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
Recovery Channel the Gift (AD4), fetch (Create Mindscape (AD3)), shuffle deck
Display Create Mindscape (AD3)
Free explore = 1: Necromantic Deathtrap, Barrier 5: Arcane 14
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.
Reveal Lt Robe of Runes +2, Create Mindscape +1d4
Arcane 14: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (3) + 4 + 2 + 2 + (3) = 14 - banished
Discard Ice Chemist explore +1d8 cold on combat & disable =
2: Tickwood Boar, Monster 1: Combat 8
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Wisdom 1d8+1, Create Mindscape +1d4
Wisdom 7: 1d8 + 1 + 1d4 ⇒ (6) + 1 + (4) = 11 - success
Reveal Hungering Staff 1d12+4+2+1d6+2, Reveal Lt Robe of Runes +2, Create Mindscape +1d4, Ice Chemist +1d8
Combat 8: 1d12 + 4 + 2 + 1d6 + 2 + 2 + 1d4 + 1d8 ⇒ (10) + 4 + 2 + (1) + 2 + 2 + (2) + (1) = 24 - Banished
Ezren.Recharge(Ice and Fire (AD3)), examine(3: Grindylow, Monster P ), recharge(lt Wand of Enervation) = 3: Grindylow, Monster P: Combat 17(12+5)
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.
Reveal Hungering Staff 1d12+4+2+1d6+2, Reveal Lt Robe of Runes +2, Create Mindscape +1d4
Combat 17: 1d12 + 4 + 2 + 1d6 + 2 + 2 + 1d4 ⇒ (10) + 4 + 2 + (2) + 2 + 2 + (3) = 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 + 2 + 1d4 ⇒ (1) + 4 + 2 + 2 + (1) = 10 -> Channel the Gift (AD4) discarded.
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, Create Mindscape +1d4
Arcane 9: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (9) + 4 + 2 + 2 + (2) = 19 - success
Discard
Draw up ac Lightning Bolt (AD2), Magnetic Grimoire, ac Grizzled Mercenary, Volcanic Storm (AD3)
Summary
Location = #5: Prison
Acquired =
Banished = 1: Necromantic Deathtrap, 2: Tickwood Boar, 3: Grindylow
Examined =
Displayed =
Added =
Location =
Examined =
From Box =
Give =
Used =
Other =
"
Hand: Hungering Staff, Stunning Barrier (AD3), Lt Robe of Runes, ac Blessing of Lamashtu, ac Lightning Bolt (AD2), Magnetic Grimoire, ac Grizzled Mercenary, Volcanic Storm (AD3),
Displayed: Create Mindscape (AD3),
Deck: 15 Discard: 4 Buried: 0
Hero Points: 5
NOTES:
Available Support: Distant: Blessing Available
Local: vs Magic card, recharge a card to add 1d4. AvailableMovement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Coordinated Blast (AD3), Bound Lantern Archon, ac Raise Dead (AD5), Twisted Space (AD2), ac Disintegrate (AD5), Sand Elemental, Advocate's Armor, ac Scrying (AD3), Poison Blast (AD3), ac Poison Blast (AD4), Cloudburst (AD4), ac Fire Sneeze (AD0), lt Sihedron Medallian
Recharged: Ice and Fire (AD3), lt Wand of Enervation,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 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
Estra the "not so friendly" |
Blessing of Torag in effect.
Move to Prison.
Examine top card: Monkey. Discard Father Zantus to encounter it.
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.
wisdom 9 aided by Create Mindscape: 1d10 + 1d4 + 4 ⇒ (3) + (1) + 4 = 8
Take my free explore.
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.
Intelligence 8 +5 aided by Create Mindscape discarding The Paladin to bless: 2d8 + 1d4 + 1d10 ⇒ (1, 8) + (4) + (8) = 21
Discard Lyrune-quah Truthspeaker to explore.
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.
combat 16 revealing Dragonbane Greatsword, reloading Honaire: 1d4 + 1d12 + 1d6 + 8 ⇒ (2) + (8) + (3) + 8 = 21
Draw a card from succeeding at a combat check: Honaire. Monster is undefeated.
heal then discard Honaire. Then he ends up back on top of my deck: 1d4 + 1 ⇒ (1) + 1 = 2
Hand: Dragonbane Greatsword, Honaire, Enhance, Blessing of the Gods, Wand of Restorative Touch, Giant Form,
Displayed:
Deck: 14 Discard: 1 Buried: 1
"Current Location: Prison
Hero Points: 5"
"NOTES:
Available Support: Folio reroll: usedEnhance: 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)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.
Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Gray Maiden Plate, The Paladin, Breath of Life, Our Lord in Iron, Holy Light (Core), Djinn, Lyrune-quah Truthspeaker, Cure (Core), Divine Blaze, Lady of Valor (Core), The Dance, Deathgrip (Core), Divine Insight, Mist Horn (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
[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.
Prison cards 4 and 5 banished. Card 6 is shuffled into location.
Wand of Restorative Touch Ezren at the start of Agna's turn: 1d4 + 1 ⇒ (1) + 1 = 2
Estra attempts to recover all cards in her Recovery pile.
Wand of Restorative Touch: Divine 12: 1d10 + 6 ⇒ (8) + 6 = 14 -> Wand of Restorative Touch recharged.
Grimsnik's Agna |
I forgot the Scenario Power last turn- Con 9: 1d6 + 1d4 + 2 ⇒ (1) + (3) + 2 = 6 Lyrune-quah Moon Maiden was last card so it is shuffled back in.
Hourglass: Blessing of Lamashtu
Explore: Courtyard Card 1: Sickle +1 Melee 10: 1d10 + 4 + 1d4 + 2 ⇒ (1) + 4 + (4) + 2 = 11 Reveal Monkey for +1d4+2. Recharge Lizard to explore.
Courtyard Card 2: Scout Location Power: 1d8 + 1d4 + 2 ⇒ (6) + (4) + 2 = 12 BYA Range attack: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Sickle +1
Combat 8+5: 1d10 + 4 + 1d8 + 2 + 1d4 + 2 ⇒ (4) + 4 + (8) + 2 + (3) + 2 = 23 Reveal Wyrmsmite and Monkey
EOT- Examine top card- Courtyard Card 3:Winged Shield
Con 9: 1d6 + 1d4 + 2 ⇒ (6) + (1) + 2 = 9
Hand: Wyrmsmite, Disrupting Rapier +1, Pig, Monkey, Blessing of the Gods,
Displayed:
Deck: 12 Discard: 4 Buried: 0
Hero Points: 5
"NOTES:
Available Support: Blessings are available for use.
Other: Re-roll:Used. Playmat: Available"
"
Middle of Deck (Unknown Order): Sawtooth Saber, Horse, Sands of the Hour, Dread Helm, Lyrune-quah Moon Maiden, Blessing of Cayden Cailean, Shoanti Barbarian Hide, Fang Falchion, Verminbane Warhammer, Ruan Mirukova
Recharged: Droogami (core), Lizard,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
Proficiencies:
Light Armor, Weapons
POWERS:
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.
Courtyard
1 acquired
2 banished
Zadim needs a Dex/Acro 10 check
AAUGHWHY's PACS Zadim |
On Agna's turn, location forces Acro 8 check
Acrobatics 8: 1d8 + 6 ⇒ (5) + 6 = 11
Hour is Blessing of Torag
Courtyard Card 3: Winged Shield. Discard Pharasma's Knowing to bless.
CON 10: 2d8 ⇒ (2, 1) = 3 RIP
Recharge Venomous Heavy Crossbow to examine location. Courtyard Card 4: Alu-Demon Sister.
Auto-fail scenario effect
"
Hand: The Carnival, Blackjack's Rapier, Venomous Hand Crossbow,
Displayed: Sable Company Leathers, Wyvern Poison,
Deck: 13 Discard: 4 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)The Carnival: Discard to bless, after check flip a non-d4
Middle of Deck (Unknown Order): Grounded Studded Leather, Shock Kukri, Keen Rapier, Elixir of Energy Resistance, Belt of Physical Prowess, The Locksmith, The Joke, Silver War Paint (Core), Djinn, Ambrosia
Recharged: Snakebite Dagger, Headband of Epic Intelligence, Venomous Heavy Crossbow +2,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([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.
Ezren {Cor/HV2/UM} Matsu Kurisu |
Turn Order Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack, Agna/Grimsnik,
Out of Turn Updates
Heal 2 from Estra
card healed #1: 1d4 ⇒ 4 Channel the Gift (AD4)
card healed #2: 1d3 ⇒ 3 Ice Chemist
Blessing = #9 Ezren/Matsu Kurisu: Blessing of Shelyn
Start of Turn
At: #5: Prison
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. ac Scrying (AD3) - Yes
Give: ac Blessing of Lamashtu to Estra
Move: No
At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
Recovery ac Scrying (AD3) (Monster)
card #1(6-10): 1d5 ⇒ 5 10: Alu-Demon Sister, Henchman 5, Monster - Card #1
card #2(6-9): 1d4 ⇒ 1 6: Grazuul, Monster 3 - Card #2
card #3(7-9): 1d3 ⇒ 2 8: Shield of Fire Resistance, Armor 1 Shuffled
Free explore = 10: Alu-Demon Sister, Henchman 5: Combat 17
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.
Reveal Lt Robe of Runes +2, Create Mindscape +1d4
BYA Arcane 10: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (4) + 4 + 2 + 2 + (2) = 14 - Success
Reveal Hungering Staff, discard(Volcanic Storm (AD3)) 1d12+4+2+1d6+2+1d6+3, Reveal Lt Robe of Runes +2, Create Mindscape +1d4,
Combat 17: 1d12 + 4 + 2 + 1d6 + 2 + 1d6 + 3 + 2 + 1d4 + 1d8 ⇒ (7) + 4 + 2 + (5) + 2 + (6) + 3 + 2 + (2) + (7) = 40 - Banished
Location #5: Prison: Succeed at a Charisma 6 check.
Charisma 1d6, Create Mindscape +1d4, Ezren.spell discard(ac Lightning Bolt (AD2)) +1d12+4
Charisma 6: 1d6 + 1d4 + 1d12 + 4 ⇒ (1) + (1) + (12) + 4 = 18 - CLOSED
When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck. (Ukobach)
Recharge Magnetic Grimoire, draw (Volcanic Storm (AD3))
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 (AD3): Arcane 12: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (4) + 4 + 2 + 2 + (4) = 16 -> ac Scrying (AD3) recharged discarded.
Create Mindscape (AD3): Arcane 11: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (6) + 4 + 2 + 2 + (1) = 15 -> Create Mindscape (AD3) recharged discarded.
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 ⇒ (10) + 4 + 2 + 2 = 18 - success
Discard
Draw up ac Fire Sneeze (AD0), Ice and Fire (AD3), Sand Elemental
Summary
Location = #5: Prison - CLOSED
Acquired =
Banished = 10: Alu-Demon Sister,
Examined =
Displayed =
Added =
Location =
Examined =
From Box =
Give = Blessing of Lamashtu to Estra
Used =
Other =
"
Hand: Hungering Staff, Stunning Barrier (AD3), Volcanic Storm (AD3), Lt Robe of Runes, ac Grizzled Mercenary, ac Fire Sneeze (AD0), Ice and Fire (AD3), Sand Elemental,
Displayed:
Deck: 17 Discard: 2 Buried: 0
Hero Points: 5
NOTES:
Available Support: Distant: Sand Elemental: Reduce any Fire or Cold damage to 0. Available. Fire Sneeze +1d4 fire to weapon combat. Available
Local: vs Magic card, recharge a card to add 1d4. AvailableMovement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): ac Raise Dead (AD5), lt Wand of Enervation, Ice Chemist, Bound Lantern Archon, Twisted Space (AD2), Coordinated Blast (AD3), Advocate's Armor, Poison Blast (AD3), lt Sihedron Medallian, Channel the Gift (AD4), ac Disintegrate (AD5), ac Poison Blast (AD4), Ukobach, Cloudburst (AD4)
Recharged: Magnetic Grimoire, ac Scrying (AD3), Create Mindscape (AD3),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 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
BR Zalarian |
Unless I missed it, Estra needs to make scenario check for last turn.
During This Adventure:
During This Scenario: 2-5D: THE MOLDERING DREGS
Additional Rules: VILLAIN: NONE
HENCHMEN: ALU-DEMON SISTERS
Others :
Scenario Level (#): 5
Turn: 14, Estra/Bigguyinblack
Monsters
RotR
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
RotR
Monster 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.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Barriers
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.
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
RotR
Barrier 3
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If defeated, you may examine the top 2 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
Weapons
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.
RotR
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
RotR
Weapon 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.
RotR
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
RotR
Weapon 3
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
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.
RotR
Spell 1
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
RotR
Spell 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.
RotR
Spell 3
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Armors
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.
RotR
Armor 1
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 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.
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 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
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
RotR
Item 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.
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Allies
RotR
Ally 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.
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.
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
RotR
Ally 1
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 7
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
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.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: 16
Hourglass
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zadim/AAUGHWHY, Agna/Grimsnik, None
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.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
RotR
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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Thassilonian Library
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Matsu_Kurisu, Estra/Bigguyinblack,
Estra the "not so friendly" |
divine 9 from last turn aided by create mindscape: 1d10 + 1d4 + 6 ⇒ (3) + (4) + 6 = 13
Blessing of the Gods in effect.
Move to Courtyard.
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.
Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
botting Agna's check revealing an animal: 1d8 + 1d4 + 2 ⇒ (7) + (1) + 2 = 10
botting Zadim's check: 1d8 + 6 ⇒ (3) + 6 = 9
Damage to Estra for failing the check: 1d4 ⇒ 4
Agna recharges Wyrmsmite to prevent the damage.
combat 17 revealing Dragonbane Greatsword, displaying Giant Form, reloading Honaire: 1d12 + 1d12 + 1d4 + 1d6 + 11 ⇒ (10) + (3) + (2) + (3) + 11 = 29
Draw a card from succeeding at a combat check: Honaire. Attempt to close. Agna discards Blessing of the Gods.
dexterity 10 displaying Enhance (Dexterity), blessed by BotG, reloading Honaire: 2d4 + 1d6 + 11 ⇒ (2, 4) + (3) + 11 = 20
Location closed, We win!.
BR Zalarian |
COMPLETED SCENARIO 2-5D: THE MOLDERING DREGS
Development
You managed to hold off the demons, but your overall problem still looms: you’re trapped in these moldering dregs, wandering, and the release of magical sloth keeps beckoning. The next wave of demons could descend upon you at any time. Your vision begins to cross, you feel unbalanced, and you stumble forward, only to see a massive void suddenly in front of you. Have you finally fallen unconscious? Or is this void real, and could jumping into it secure your escape?
Barely able to control your body anymore, you don’t hesitate.
You jump, and the void envelops you like a frosty night.
Reward
Each character chooses weapon, spell, or item and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
Acquired Cards (* = Plunder)
Father Zantus (Ally B)
Grizzled Mercenary (Ally 1)
Blessing of Lamashtu (Blessing 1)
Blessing of the Gods (Blessing B)
Headband of Epic Intelligence (Item 5)
Staff of Minor Healing (Item 1)
Disintegrate (Spell 5)
Raise Dead (Spell 5)
Fire Sneeze (Spell P)
Lightning Bolt (Spell 2)
Poison Blast (Spell 4)
Scrying (Spell 3)
Sickle +1 (Weapon 2)
Venomous Heavy Crossbow +2 (Weapon 5)
Weapon 25
Spell 550243
Armor
Item 51
Ally 01
Blessing 10
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
Please post rolls, decisions, etc in discussion thread
Meliski |
"Ach! I dinnae why all the fuss is 'bout dese Runelords but ah reckon sum brawlin' be in order!"
BR Zalarian |
2-5E: SUMMONING SLOTH
When you come to your senses, you find that this time taking a chance paid off. You teleported into the dome at the mansion’s pinnacle, and the sight is no less than breathtaking. The round walls here are covered in ornate, alternating depictions of the lounging Runelord of Envy and the mighty Sihedron Scion, shown as a winged snake-woman or as a mouthless maid. In the dome’s center are several stone slabs, beside which are racks holding up enormous scrolls. Each scroll is blanketed with tiny, arcane writing that glows blue and hums dully with power.
Then again, perhaps you weren’t so lucky. Several cultists were frantically inscribing writing on the stone slabs, but when they see you, they stop and stare. From behind the center slab—and the tallest scroll—strides a slight woman in green and gold robes. The unholy symbol of Envy and Lissala hangs at her neck.
“Welcome, glorious fools!” she cries. “I am High Priestess and Trusted Advisor Ruyla, and I thank you for finding us so early. The preparations for our ritual are not quite complete, but have no fear—we are happy to accommodate you while you wait.”
Your face must look confused, because the priestess laughs as she continues.
“Oh, you didn’t think we were unaware of your presence, did you? Quite the contrary! We knew you were coming, and we were waiting. You see, we’ve recently learned that our runelord’s consciousness is not lost, as we once thought. Rather, it is simply unmoored, and it seeks a body to inhabit. We are not such good candidates, but you—you’ll serve quite nicely.”
The priestess advances, and blue flames engulf the hands of her attendants, who assume battle stances.
“Now, submit to our will, and we shall usher Runelord Krune to this earth once more!”
VILLAIN: RUYLA
HENCHMEN:
WARRIORS OF WRATH
PLAYERS LOCATIONS
1 COURTYARD
1 FESTERING MAZE OF SLOTH
2 SHRINE TO LAMASHTU
3 THASSILONIAN LIBRARY
4 GUARD TOWER
5 SHADOW CLOCK
6 THASSILONIAN DUNGEON
DURING THIS SCENARIO
the loot Staff of Hungry Shadows. At the end of each scenario, return the loot to the game box.
BR Zalarian |
During This Adventure:
During This Scenario: 2-5E: SUMMONING SLOTH
Additional Rules: VILLAIN: RUYLA
HENCHMEN: WARRIORS OF WRATH
Others :
Scenario Level (#): 5
Turn: 0, Estra/Bigguyinblack
Monsters
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
Damage dealt by the Cave Bear is increased by 1d4-1.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Monster B
Traits:
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.
Barriers
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier 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.
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.
RotR
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12
If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.
Weapons
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 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.
RotR
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
RotR
Weapon 1
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
Spells
RotR
Spell 3
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
Spell 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.
RotR
Spell B
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armors
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.
RotR
Armor 1
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 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.
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.
Items
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
RotR
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
RotR
Item 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
RotR
Ally B
Traits:
Cleric
Divine
Human
To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
RotR
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
RotR
Ally 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.
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.
RotR
Ally 3
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 8
Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing 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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
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: 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 #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: Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #7: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Reiko the Ninja |
Start at Courtyard. My deck handler is ancient. Will hopefully find time this week to update it.
Hand: Master Cartman, Bo Savored Sting, Bo Pallid Princess, Cloak of Daggers, Shozoku of the Night Wind, Embalming Fluid, Forensic Physician,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Local Weapon/Armor/Item acquisitions can be turned into heals.
Dexterity d10 [x] +1 [x] +2 [x] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [x] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 7
Proficient with: Light Armors, Weapons, Poison
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Hero Points: 4
Estra the "not so friendly" |
Not taking Codex. Starting at Shrine to Lamashtu.
Hand: Honaire, Mist Horn (Core), Holy Light (Core), Breath of Life, Enhance, Lyrune-quah Truthspeaker,
Displayed:
Deck: 14 Discard: 0 Buried: 0
"Current Location: Shrine to Lamashtu
Hero Points: 6"
"NOTES:
Available Support: Folio reroll: usedEnhance: 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)Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
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!"
"
Middle of Deck (Unknown Order): Giant Form, Ring of Immolation, Gray Maiden Plate, Djinn, Deathgrip (Core), Divine Insight, Divine Blaze, The Paladin, Our Lord in Iron, Lady of Valor (Core), Dragonbane Greatsword, Wand of Restorative Touch, Steal Soul, The Dance
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
[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: Deathgrip (Core). Recharge a card: Breath of Life.
Grimsnik's Agna |
Starting location: Guard Tower
Loot- Fang Falchion replaces Frost Longspear
Hand: Blessing of Cayden Cailean, Droogami (core), Lyrune-quah Moon Maiden, Verminbane Warhammer, Disrupting Rapier +1, Belt of Giant Strength,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 5
"NOTES:
Available Support: Blessings are available for use.
Other: Re-roll: Available. Playmat: Available"
"
Middle of Deck (Unknown Order): Fang Falchion, Sands of the Hour, Horse, Lizard, Wayfinder (core), Dread Helm, Blessing of the Gods, Sawtooth Saber, Ruan Mirukova, Blessing of Gorum, Pig, Shoanti Barbarian Hide, Monkey, Wyrmsmite
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
Proficiencies:
Light Armor, Weapons
POWERS:
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.
Ezren {Cor/HV2/UM} Matsu Kurisu |
Ezren - Start 5.E
2-5E: SUMMONING SLOTH
Card Upgrade
Steal Soul (AD5) in, Twisted Space (AD2) slot
Samisen of Oracular Vision (AD5) in, Spellbook slot
Loot swaps
- Sihedron Medallion, Gem of Mental Acuity (Core) out
- Robe of Runes, Magnetic Grimoire out
Starting location
#7: Thassilonian Dungeon
Starting Hand
"
Hand: Lt Robe of Runes, Create Mindscape (AD3), Steal Soul (AD5), Poison Blast (AD3), lt Sihedron Medallian, Wand of Flying, Ice and Fire (AD3), Volcanic Storm (AD3),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 6
NOTES:
Available Support: Distant:
Local: vs Magic card, recharge a card to add 1d4. AvailableMovement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Sand Elemental, Ukobach, Coordinated Blast (AD3), Ice Chemist, Channel the Gift (AD4), Advocate's Armor, Fly (AD2), Bound Lantern Archon, Cloudburst (AD4), lt Wand of Enervation, Hungering Staff, Stunning Barrier (AD3), Samisen of Oracular Vision
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 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
AAUGHWHY's PACS Zadim |
Start at Guard Tower
"
Hand: Elixir of Energy Resistance, Djinn, Spider (Core), Venomous Hand Crossbow, Blackfingers, Sable Company Leathers,
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)The Carnival: Discard to bless, after check flip a non-d4
Middle of Deck (Unknown Order): The Carnival, Grounded Studded Leather, Ambrosia, Wyvern Poison, Keen Spiked Chain, Pharasma's Knowing, Snake (Core), Belt of Physical Prowess, Snakebite Dagger, The Locksmith, The Joke, Shock Kukri, Blackjack's Rapier, Silver War Paint (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([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 Elixir of Energy Resistance and Sable Company Leathers
Meliski |
Meliski - 2-5E: Summoning Sloth
Loot
2-5D: Replace wand of flying with Emerald Codex
Starting Location Thassilonian Library
Starting Hand - Choosing Item as favored card
At first available moment, will display Eagle Aerie
"
Hand: s4Fire Snake, Samisen of Oracular Vision, 2 BoAbadar, Wayfarer, Headband of Alluring Charisma, Dominate, s6Scrying,
Displayed: Eagle Aerie,
Deck: 13 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.
Middle of Deck (Unknown Order): b1Blessing of Nethys, Bolstering Armor, s2Cloudburst, 1 BoAbadar, BoThoth, s3Life Drain#Core, BoSivanah, Old Salt, BoMilani, Vampire Bat, Binder's Tome, al2Cleric of Nethys, Emerald Codex
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
BR Zalarian |
During This Adventure:
During This Scenario: 2-5E: SUMMONING SLOTH
Additional Rules: VILLAIN: RUYLA
HENCHMEN: WARRIORS OF WRATH
Others :
Scenario Level (#): 5
Turn: 1, Agna/Grimsnik
Monsters
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.
RotR
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
RotR
Monster 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.
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Barriers
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
RotR
Barrier 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.
RotR
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12
If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.
Weapons
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 2
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
RotR
Weapon B
Traits:
Chain
Finesse
Melee
Piercing
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spells
RotR
Spell 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.
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.
RotR
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
RotR
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armors
RotR
Armor 1
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 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.
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
RotR
Armor 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.
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.
Items
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma 5
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
RotR
Item 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.
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Allies
RotR
Ally B
Traits:
Cleric
Divine
Human
To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
RotR
Ally 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.
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.
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.
Blessings
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
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.
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing 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.
Current Hour:
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.
Hours Remaining: 29
Hourglass
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of 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.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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: Reiko/eddiephlash, None
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.
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm
To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.
RotR
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.
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
RotR
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.
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.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 5
Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Ally 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.
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
RotR
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.
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
RotR
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
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: 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
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Monster 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.
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
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.
RotR
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
RotR
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.
RotR
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
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.
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: Meliski/Zalarian, None
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
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.
RotR
Ally 2
Traits:
Human
To Acquire:
Charisma
Diplomacy 7
OR Wisdom
Divine 8
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
RotR
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.
RotR
Spell 4
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Location #5: Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Agna/Grimsnik, Zadim/AAUGHWHY, None
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.
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.
None
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
RotR
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
RotR
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.
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.
RotR
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
RotR
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.
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.
Location #6: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
RotR
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.
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Monster 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.
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.
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.
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
RotR
Barrier 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.
Location #7: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Matsu_Kurisu, None
RotR
Monster 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
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.
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
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.
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm
To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.
RotR
Spell 3
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
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.
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.
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.
Meliski |
Meliski will recharge samisen to examine top 3 cards of location.
Thassilonian Library Card 1: Hill Giant
Thassilonian Library Card 2: Speed
Thassilonian Library Card 3: Scrying
Reiko the Ninja |
Updated deck handler!
Hand: Master Cartman, Blessing of the Savored Sting, Blessing of the Pallid Princess, Cloak of Daggers, Shozoku of the Night Wind, Embalming Fluid, Forensic Physician,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Courtyard
Hero Points: 4
NOTES:
Available Support: Princess double blesses Fort/Poison/Undead. Savored Sting blesses with the highest of a rolled d4,6,8,10. Cloak adds 6d4 to a local combat.
Movement: Will try to keep to myself
Other: Local Weapon/Armor/Item acquisitions can be turned into heals.
Middle of Deck (Unknown Order): Adamantine Sai +2, Materialize, Ring of Serene Contortions, Defending Sansetsukon +1, Wayfarer, Boots of Alacrity, Blessing of Norgorber, Venomous Fighting Fan +1, Dominate, Double Chicken Saber + 1, Venomous Dagger +2, Blessing of Urgathoa, Wayfinder
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Favored Card: {list favored card here}
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons, Poison
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Grimsnik's Agna |
Hourglass: Blessing of Desna
SOT- Display Lyrune-quah Moon Maiden
Encounter Bandit Recharge disrupting rapier +1 Combat 8: 1d10 + 5 + 1d8 + 2 + 1d4 + 2 + 1 ⇒ (2) + 5 + (2) + 2 + (1) + 2 + 1 = 15 Reveal Verminbane Warhamer and Belt of Giant Strenght, Droogami
Move- Forfeit
Explore- Guard Tower Card 1: Venomous Heavy Crossbow +2 Dex 10: 1d8 + 1d4 + 2 ⇒ (1) + (2) + 2 = 5 Reveal Droogami. Discard Blessing of Cayden Cailean to explore
Guard Tower Card 2: Ring of Protection Fort 5: 1d4 + 1d6 + 1d4 + 2 ⇒ (4) + (2) + (2) + 2 = 10 Reveal Droogami and using Lyrun-quah's bonus
EOT- Examine top card- Guard Tower Card 3:Ruyla
Hand: Ring of Protection, Droogami (core), Sands of the Hour, Verminbane Warhammer, Dread Helm, Belt of Giant Strength,
Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 5
"NOTES:
Available Support: Blessings are available for use.
Other: Re-roll: Available. Playmat: Available"
"
Middle of Deck (Unknown Order): Sawtooth Saber, Wayfinder (core), Wyrmsmite, Lizard, Blessing of Gorum, Pig, Monkey, Ruan Mirukova, Fang Falchion, Blessing of the Gods, Horse, Shoanti Barbarian Hide
Recharged: Disrupting Rapier +1, Lyrune-quah Moon Maiden,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
Proficiencies:
Light Armor, Weapons
POWERS:
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.
Guard Tower
Banish #1
Acquire #2
Examine #3- Villain
Meliski |
Out of Turn Updates: None
Turn Order: Meliski, Reiko, Harsk, Seelah
if random character, using Self as #1
Turn: 2 - Hourglass Card 1 Meliski/Zalarian Blessing of Calistria
SOT:
May examine top card of local character; then you may exchange it for a card in my hand.
Give Card: None
Move: Skipping move step
Location Powers: If you acquire a spell, reset your hand and end your turn.
Explore: Thassilonian Library Card 1: 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.
Will use dominate to evade, search deck and draw boon (which is not acquiring)...choosing 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.
Will cast Scrying and choose Monster
Random Roll: 1d9 ⇒ 41d8 ⇒ 71d7 ⇒ 1 Thassilonian Library Card 4: Warlord
Thassilonian Library Card 8: Blessing of Irori
Thassilonian Library Card 1: Hill Giant
Will put hill giant on bottom and then warlord beneath that..used interface to shuffle
Will discard wayfarer to explore
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.
Dexterity Check DC 12: 1d6 + 2d6 ⇒ (5) + (5, 5) = 15 success no bya damage
Wayfarer adds 2d6 and discard blessing of abadar to freely bless
Melee Combat Check DC 20: 1d8 + 2 + 1d6 + 2d6 + 1d8 ⇒ (8) + 2 + (2) + (4, 3) + (2) = 21 Success; will banish fire snake to close location
Meliski ends his turn.
Meliski attempts to recover all cards in his Recovery pile.
Dominate: Arcane 14: 1d10 + 4 + 1 ⇒ (10) + 4 + 1 = 15 -> Dominate recharged .
s6Scrying: Arcane 12: 1d10 + 4 + 1 ⇒ (7) + 4 + 1 = 12 -> s6Scrying recharged .
Meliski resets his hand.
"
Hand: Headband of Alluring Charisma, s2Cloudburst, BoSivanah, Bolstering Armor, Binder's Tome, b1Blessing of Nethys, BoThoth, Mass Cure,
Displayed: Eagle Aerie,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 7
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.
Middle of Deck (Unknown Order): al2Cleric of Nethys, Emerald Codex, s3Life Drain#Core, BoMilani, Vampire Bat, 1 BoAbadar, Old Salt
Recharged: Samisen of Oracular Vision, Dominate, s6Scrying,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[u]Summary[/u]
Current Location: Thassilonian Library
Acquired: Mass Heal
Banished: All other cards at Thassilonian Library
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
BR Zalarian |
During This Adventure:
During This Scenario: 2-5E: SUMMONING SLOTH
Additional Rules: VILLAIN: RUYLA
HENCHMEN: WARRIORS OF WRATH
Others :
Scenario Level (#): 5
Turn: 3, Reiko/eddiephlash
Monsters
RotR
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Barriers
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.
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier 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.
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Weapons
RotR
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
RotR
Weapon 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.
RotR
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
RotR
Weapon B
Traits:
Mace
Magic
Melee
Bludgenoning
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
RotR
Weapon 2
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Spells
RotR
Spell 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.
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.
RotR
Spell 2
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
RotR
Spell 3
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
Spell 4
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Armors
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.
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 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.
RotR
Armor 1
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 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.
Items
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma 5
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
RotR
Item 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.
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.
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
RotR
Item 2
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Allies
RotR
Ally P
Traits:
Cleric
Goblin
To Acquire:
Charisma
Diplomacy
Divine 7
Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song
RotR
Ally 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.
RotR
Ally B
Traits:
Human
Warrior
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
RotR
Ally 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.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
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.
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing 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.
Current Hour:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 27
Hourglass
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of 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.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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: Reiko/eddiephlash, None
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.
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm
To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.
RotR
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.
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
RotR
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.
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.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 5
Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Ally 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.
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
RotR
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.
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
RotR
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
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: 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
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Monster 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.
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
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.
RotR
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
RotR
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.
RotR
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
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.
Location #4: Thassilonian Library
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Zalarian, None
Location #5: Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Agna/Grimsnik, Zadim/AAUGHWHY, None
None
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
RotR
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
RotR
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.
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.
RotR
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
RotR
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.
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.
Location #6: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
RotR
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.
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Monster 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.
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.
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.
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
RotR
Barrier 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.
Location #7: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Matsu_Kurisu, None
RotR
Monster 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
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.
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
RotR
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.
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm
To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.
RotR
Spell 3
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
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.
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.
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.
Reiko the Ninja |
Start turn. Hour is BotG. Skip move. Reveal cloak to search for a knife: Venomous Dagger +2. Shuffle in Cloak. Explore card 1: Myriana. BYA, reveal Embalming fluid for Acro check.
Acro 8: 1d10 + 6 + 1d8 + 3 ⇒ (10) + 6 + (3) + 3 = 22 Auto-success
For combat, Reveal dagger. Reveal Embalming fluid once for its
power (to ignore poison immunity), and once for ninja power.
Combat 14: 1d10 + 5 + 1d4 + 2 + 2 + 1d8 + 3 ⇒ (4) + 5 + (2) + 2 + 2 + (7) + 3 = 25 Defeated!
Bury top of deck: Boots of Alacrity.
Discard Pallid Princess to explore card 2: Vicious Trident +1.
Str 12: 1d6 ⇒ 1 Autofail
Discard Forensic Physician to heal Pallid Princess and explore card 3: Wand of Treasure Finding. Discard BotSS to add highest of:
1d4 ⇒ 41d6 ⇒ 21d8 ⇒ 31d10 ⇒ 5
Wis 7: 1d6 + 5 ⇒ (4) + 5 = 9 Acquired!
Display Wand with Master Cartman.
End turn. Reset hand, drawing 4.
Hand: Shozoku of the Night Wind, Embalming Fluid, Venomous Dagger +2, Blessing of the Pallid Princess, Materialize, Blessing of Norgorber, Blessing of Urgathoa,
Displayed: Master Cartman, Wand of Treasure Finding,
Deck: 9 Discard: 2 Buried: 1
Current Location: Courtyard
Hero Points: 4
NOTES:
Available Support: Princess double blesses Fort/Poison/Undead. Urgathoa double blesses Fort/Undead. Materialize lets me come to your location and take your bane encounter with a +3 bonus
Movement: Will try to keep to myself
Other: Local Weapon/Armor/Item acquisitions can be turned into heals.
Middle of Deck (Unknown Order): Wayfarer, Ring of Serene Contortions, Wayfinder, Dominate, Double Chicken Saber + 1, Adamantine Sai +2, Venomous Fighting Fan +1, Cloak of Daggers, Defending Sansetsukon +1
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☑ +2 ☑ +3
Favored Card: {list favored card here}
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons, Poison
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
AAUGHWHY's PACS Zadim |
Hour is Blessing of Pharasma
Move to the Shadow Clock
Scenario Effect Mental Damage: 1d4 ⇒ 3 Ouch. Discard Djinn, Spider and Blackfingers as the mental damage
Zadim moves to the Shadow Clock and his vision goes hazy. Why is the clock pulsing? Encounter Card 1: Disjunction Pulse. Recharge Venomous Hand Crossbow to add INT. Take Reiko's BoUrgathoa (there isn't a double blessing that I'm missing right?)
DEX 15: 3d8 + 5 ⇒ (6, 2, 3) + 5 = 16
Zadim leans against the clock tower to steady himself.
"
Hand: Snake (Core), Ambrosia, Silver War Paint (Core), Keen Spiked Chain, Grounded Studded Leather, The Locksmith,
Displayed: Elixir of Energy Resistance, Sable Company Leathers,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use )The Locksmith: Discard to bless, double bless Acrobatics or Disable
Middle of Deck (Unknown Order): The Carnival, Pharasma's Knowing, Blackjack's Rapier, Snakebite Dagger, Wyvern Poison, Belt of Physical Prowess, The Joke, Shock Kukri
Recharged: Venomous Hand Crossbow,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([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 Grounded Studded Leather
AAUGHWHY's PACS Zadim |
I forgot to encounter the Bandit. That would have changed my turn around a little.
1) BA Bandit, recharge a card: Spider
2) Auto-Succeed combat by revealing Venomous Hand Crossbow
3) Move to Shadow Clock. Take 3 Mental Damage; hand is now empty.
4) Encounter Disjunction Pulse; still take Reiko's Blessing. Fail to defeat Disjunciton Pulse. it gets shuffled back in
Hand is the same
Ezren {Cor/HV2/UM} Matsu Kurisu |
Turn Order Agna/Grimsnik, Meliski/Zalarian, Reiko/eddiephlash, Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack,
Out of Turn Updates
Reiko recharges Master Cartman to give Ezren Wand of Treasure Finding
Blessing = #2 Ezren/Matsu Kurisu: Blessing of Torag
Start of Turn
At: #7: 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. Sand Elemental - Yes
Give: No
Move: Scenario.Pass move step
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
Display Create Mindscape (AD3) @ #7: Thassilonian Dungeon
Location draw(Stunning Barrier (AD3))
Free explore = 1: Grindylow, Monster P: Combat 17(12+5)
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.
Recovery Poison Blast (AD3) 1d12+4+2+2d12, Reveal Lt Robe of Runes +2, Create Mindscape +1d4
Location draw(Advocate's Armor)
Combat 17: 1d12 + 4 + 2 + 2d12 + 2 + 1d4 ⇒ (9) + 4 + 2 + (2, 4) + 2 + (2) = 25 - Banished
Display Steal Soul (AD5)
Location draw(Bound Lantern Archon))
Recovery Bound Lantern Archon, examine 3 of deck, rearrange, draw 1 =
Coordinated Blast (AD3) - Draw
Ukobach - Top card
Channel the Gift (AD4) - reload 2
Ezren.recharge(Coordinated Blast (AD3)) examine(2: Staff of Heaven and Earth, Item 4), recharge(rk Wand of Treasure Finding) explore = 2: Staff of Heaven and Earth, Item 4: Arcane 8
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.
Arcane 1d12+4+2, Reveal Lt Robe of Runes +2, Create Mindscape +1d4, Steal Soul +1d4
Arcane 8: 1d12 + 4 + 2 + 2 + 1d4 + 1d4 ⇒ (5) + 4 + 2 + 2 + (3) + (1) = 17 Acquired
Ezren.recharge(Volcanic Storm (AD3)) examine(3: Speed, Spell 1), recharge(lt Sihedron Medallian) explore = 3: Speed, Spell 1: Arcane 6
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.
Arcane 1d12+4+2, Reveal Lt Robe of Runes +2, Create Mindscape +1d4, Steal Soul +1d4
Arcane 6: 1d12 + 4 + 2 + 2 + 1d4 + 1d4 ⇒ (3) + 4 + 2 + 2 + (2) + (2) = 15 Acquired
Ezren.recharge(ac Speed) examine(4: Scout, Monster B), recharge(Sand Elemental) explore = 4: Scout, Monster B: Combat 13(8+5)
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.
Recovery Stunning Barrier (AD3) evade and recharge 4: Scout
Location draw(Ukobach))
Discard Ukobach, draw(Channel the Gift (AD4)), explore +1 Fire on checks to defeat =
5: Circles of Binding, Barrier 4: Arcane 13
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.
Arcane 1d12+4+2, Reveal Lt Robe of Runes +2, Create Mindscape +1d4, Steal Soul +1d4, Ukobach +1
Arcane 13: 1d12 + 4 + 2 + 2 + 1d4 + 1d4 + 1 ⇒ (1) + 4 + 2 + 2 + (2) + (1) + 1 = 13 Banished
Recovery Channel the Gift (AD4), fetch(Cloudburst (AD4))
Location draw(Ice Chemist))[/ooc
Recharge Advocate's Armor, draw Ukobach from discard
Discard Ukobach, draw(lt Wand of Enervation), explore +1 Fire on checks to defeat =
6: Vicious Trident +1, Weapon 3: Strength 12
Nope. 1d6 says banished
Ezren.recharge(Ice and Fire (AD3)) examine(7: Incendiary Cloud, Spell 3), recharge(ac Staff of Heaven and Earth) explore = 7: Incendiary Cloud, Spell 3: Arcane 8
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Arcane 1d12+4+2, Reveal Lt Robe of Runes +2, Create Mindscape +1d4, Steal Soul +1d4
Arcane 8: 1d12 + 4 + 2 + 2 + 1d4 + 1d4 ⇒ (3) + 4 + 2 + 2 + (4) + (2) = 17 Acquired
Discard Ice Chemist, explore +1d8 on combat or disable = 8: Warrior of Wrath, Henchman 5: Combat 20
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
[ooc]Location draw(Fly (AD2))
Cloudburst (AD4) 1d12+4+2+3d6, Reveal Lt Robe of Runes +2, Create Mindscape +1d4, Steal Soul +1d4, Ice Chemist +1d8
Combat 20: 1d12 + 4 + 2 + 3d6 + 2 + 1d4 + 1d4 + 1d8 ⇒ (11) + 4 + 2 + (2, 6, 3) + 2 + (3) + (2) + (4) = 39 - Banished
#7: Thassilonian Dungeon.When Closing: Succeed at an Arcane 7 check.
Arcane 1d12+4+2, Reveal Lt Robe of Runes +2, Create Mindscape +1d4, Steal Soul +1d4
Arcane 7: 1d12 + 4 + 2 + 2 + 1d4 + 1d4 ⇒ (3) + 4 + 2 + 2 + (4) + (4) = 19 CLOSED
Cloudburst.Move Ezren to #2: Festering Maze of Sloth
Ezren (Core) ends their turn.
Ezren (Core) attempts to recover all cards in their Recovery pile.
Reveal Lt Robe of Runes +2, Steal Soul +1d4
Poison Blast (AD3): Arcane 14: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (1) + 4 + 2 + 2 + (4) = 13 -> Poison Blast (AD3) discarded.
Bound Lantern Archon: Arcane 10: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (1) + 4 + 2 + 2 + (2) = 11 -> Bound Lantern Archon recharged.
Stunning Barrier (AD3): Arcane 10: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (4) + 4 + 2 + 2 + (1) = 13 -> Stunning Barrier (AD3) recharged.
Channel the Gift (AD4): Arcane 14: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (10) + 4 + 2 + 2 + (4) = 22 -> Channel the Gift (AD4) recharged.
Cloudburst (AD4): Arcane 13: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (7) + 4 + 2 + 2 + (1) = 16 -> Cloudburst (AD4) recharged .
Create Mindscape (AD3): Arcane 11: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (7) + 4 + 2 + 2 + (3) = 18 -> Create Mindscape (AD3) recharged .
Ezren (Core) resets their hand.
Discard
Draw up Hungering Staff, Samisen of Oracular Vision, Coordinated Blast (AD3)
Summary
Location = #7: Thassilonian Dungeon CLOSED
Acquired = 2: Staff of Heaven and Earth, 3: Speed, 7: Incendiary Cloud
Banished = 1: Grindylow, 5: Circles of Binding, 6: Vicious Trident +1, 8: Warrior of Wrath
Examined = 4: Scout on bottom
Displayed =
Added =
Location =
Examined =
From Box =
Give =
Used =
Other = Reiko recharges Master Cartman to give Ezren Wand of Treasure Finding
Cloudburst.Move Ezren to #2: Festering Maze of Sloth
"
Hand: ac Incendiary Cloud, lt Wand of Enervation, Lt Robe of Runes, Wand of Flying, Fly (AD2), Hungering Staff, Samisen of Oracular Vision, Coordinated Blast (AD3),
Displayed: Steal Soul (AD5),
Deck: 13 Discard: 3 Buried: 0
Hero Points: 6
NOTES:
Available Support: Distant: Incendary Cloud +2d4 Fire to combat for a turn. Available
Local: vs Magic card, recharge a card to add 1d4. AvailableMovement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): 0
Recharged: rk Wand of Treasure Finding, Volcanic Storm (AD3), lt Sihedron Medallian, ac Speed, Sand Elemental, Advocate's Armor, Ice and Fire (AD3), ac Staff of Heaven and Earth, Bound Lantern Archon, Stunning Barrier (AD3), Channel the Gift (AD4), Cloudburst (AD4), Create Mindscape (AD3),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 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
Estra the "not so friendly" |
Blessing of Erastil in effect.
Examine Shrine to Lamashtu card 1 Mecenary. Discard Mist Horn (Core) to encounter it.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
combat 10 +5 casting Deathgrip (Core): 1d10 + 2d8 + 6 ⇒ (1) + (7, 2) + 6 = 16
Draw a card from succeeding at a combat check: Wand of Restorative Touch. Take my free explore.
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.
Ezren displays Incendiary Cloud.
combat 18 casting Holy Day aided by Incendiary Cloud: 1d10 + 2d6 + 2d4 + 1d8 + 6 ⇒ (2) + (3, 2) + (4, 1) + (4) + 6 = 22
Draw a card from succeeding at a combat check: Djinn. Recharge Djinn to draw a card: Lady of Valor (Core). Discard Lyrune-quah Truthspeaker to explore.
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.
Divine 5 auto acquire. 2 mental damage from location discarding Enhance and Wand of Restorative Touch.
reveal Honaire to heal then he ends up on top of my deck: 1d4 + 1 ⇒ (4) + 1 = 5
Estra ends her turn.
Estra attempts to recover all cards in her Recovery pile.
Deathgrip (Core): Divine 10: 1d10 + 6 ⇒ (9) + 6 = 15 -> Deathgrip (Core) recharged.
Holy Light (Core): Divine 10: 1d10 + 6 ⇒ (6) + 6 = 12 -> Holy Light (Core) recharged.
Estra resets her hand.
Hand: Honaire, Wand of Restorative Touch, Lady of Valor (Core), Djinn, Divine Insight, Blessing of Abadar,
Displayed:
Deck: 15 Discard: 0 Buried: 0
"Current Location: Shrine to Lamashtu
Hero Points: 6"
"NOTES:
Available Support: Folio reroll: UnusedBlessing of Abadar: Discard to bless twice on a check vs barriers.
Lady of Valor (Core): On another character's check to defeat, discard to add 2d8; the check counts as blessed.
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!"
"
Middle of Deck (Unknown Order): Breath of Life, Divine Blaze, Gray Maiden Plate, Lyrune-quah Truthspeaker, Mist Horn (Core), Ring of Immolation, Our Lord in Iron, Steal Soul, The Paladin, Giant Form, Dragonbane Greatsword, Enhance, The Dance
Recharged: Deathgrip (Core), Holy Light (Core),
Discard Pile:
Buried Pile:
Strength d4 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
[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 cards 1 and 2 banished. Card 3 acquired.
Ezren cast Incendiary Cloud.
Meliski |
On reiko's eot, Meliski recharges armor to move to where villain was spotted.
Ezren {Cor/HV2/UM} Matsu Kurisu |
Ezren guards 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.
Constitution 1d6, Steal Soul +1d4, Ezren.Spell discard(Fly (AD2)) +1d12+4
Constitution 12: 1d6 + 1d4 + 1d12 + 4 ⇒ (1) + (3) + (7) + 4 = 15 - Guarded
Will use Wand of Enervation to reduce Villains Combat DC by 1d4+4
"
Hand: lt Wand of Enervation, Lt Robe of Runes, Wand of Flying, Hungering Staff, Samisen of Oracular Vision, Coordinated Blast (AD3),
Displayed: Steal Soul (AD5),
Deck: 13 Discard: 4 Buried: 0
Hero Points: 6
NOTES:
Available Support: Distant: Incendary Cloud +2d4 Fire to combat for a turn. Available
Local: vs Magic card, recharge a card to add 1d4. AvailableMovement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): 0
Recharged: rk Wand of Treasure Finding, Volcanic Storm (AD3), lt Sihedron Medallian, ac Speed, Sand Elemental, Advocate's Armor, Ice and Fire (AD3), ac Staff of Heaven and Earth, Bound Lantern Archon, Stunning Barrier (AD3), Channel the Gift (AD4), Cloudburst (AD4), Create Mindscape (AD3),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 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
Grimsnik's Agna |
Hourglass: Blessing of the Gods
SOT- recharge Sands of the Hour Combat 8: 1d10 + 5 + 1d4 + 2 + 1d8 + 2 + 1 ⇒ (7) + 5 + (1) + 2 + (2) + 2 + 1 = 20 Reveal Verminbane Warhammer, Belt of Giant Strenght and Droogami
Move- skip
Exploration:
None
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
BR Zalarian |
During This Adventure:
During This Scenario: 2-5E: SUMMONING SLOTH
Additional Rules: VILLAIN: RUYLA
HENCHMEN: WARRIORS OF WRATH
Others :
Scenario Level (#): 5
Turn: 7, Agna/Grimsnik
Monsters
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.
RotR
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 21
You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.
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.
RotR
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
RotR
Monster 4
Traits:
Animal
To Defeat:
Combat 16
Damage dealt by the Cave Bear is increased by 1d4-1.
Barriers
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier 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.
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
RotR
Barrier 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.
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
RotR
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
RotR
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 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.
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.
Spells
RotR
Spell 2
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
RotR
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
RotR
Spell 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.
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
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.
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 1
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 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
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
RotR
Item 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.
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.
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.
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
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.
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.
RotR
Ally B
Traits:
Human
Warrior
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
RotR
Ally 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.
RotR
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 9
Place this card on top of your deck to examine the top card of a location deck.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
RotR
Blessing B
Traits:
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.
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.
Current Hour:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 23
Hourglass
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of 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.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Norgorber
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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: 2 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
RotR
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.
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.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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: Ezren/Matsu_Kurisu, None
RotR
Item 4
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 5
Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Ally 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.
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
RotR
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.
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
RotR
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
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: 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: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Estra/Bigguyinblack, None
RotR
Blessing 3
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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.
RotR
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
RotR
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.
RotR
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
RotR
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.
Location #4: Thassilonian Library
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Agna/Grimsnik, Meliski/Zalarian, None
None
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
RotR
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
RotR
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.
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.
RotR
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
RotR
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.
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.
Location #6: Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zadim/AAUGHWHY, None
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
RotR
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.
RotR
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Monster 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.
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.
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.
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
RotR
Barrier 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.
Location #7: Thassilonian Dungeon
Closed
When Permanently Closed: If you play a spell with the Arcane trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Reiko the Ninja |
Off turn, discard Blessing of Urgathoa for Zadim. Then recharge Master Cartman to give Wand to Ezren. Updated hand:
Hand: Shozoku of the Night Wind, Embalming Fluid, Venomous Dagger +2, Blessing of the Pallid Princess, Materialize, Blessing of Norgorber,
Displayed:
Deck: 10 Discard: 3 Buried: 1
Current Location: Courtyard
Hero Points: 4
NOTES:
Available Support: Princess double blesses Fort/Poison/Undead. Materialize lets me come to your location and take your bane encounter with a +3 bonus
Movement: Will try to keep to myself
Other: Local Weapon/Armor/Item acquisitions can be turned into heals.
Middle of Deck (Unknown Order): Wayfarer, Ring of Serene Contortions, Venomous Fighting Fan +1, Adamantine Sai +2, Wayfinder, Cloak of Daggers, Defending Sansetsukon +1, Dominate, Double Chicken Saber + 1
Recharged: Master Cartman,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☑ +2 ☑ +3
Favored Card: {list favored card here}
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons, Poison
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Grimsnik's Agna |
Combat 23: 2d10 + 5 + 1d8 + 2 + 1d4 + 2 + 1 ⇒ (6, 2) + 5 + (3) + 2 + (2) + 2 + 1 = 23 Using a blessing from someone. Reveal Verminbane Warhammer, Droogami and Belt of Giant Strength
Enveration: 1d4 + 4 ⇒ (2) + 4 = 6
Combat 23-6: 2d10 + 5 + 1d8 + 2 + 1d4 + 2 + 1 ⇒ (9, 1) + 5 + (3) + 2 + (1) + 2 + 1 = 24 Using a blessing from someone. Reveal Verminbane Warhammer, Droogami and Belt of Giant Strength
We win!
BR Zalarian |
COMPLETED SCENARIO 2-5E: SUMMONING SLOTH
Development
Long live Krune—Krune is dead! Or at least he remains missing, and the deranged cultists who wished to transfer his mind into your body are defeated. As Ruyla sputtered her last words, a shimmering blue gate opened near her. She crawled toward it, ostensibly to escape, but you made sure that didn’t happen.
Now you’ve quelled the danger here, and Rulya’s gate glimmers enticingly. Should you step through it, and hope that it deposits you back on Hollow Mountain?
You’ve now defeated two runelords’ evil forces, and you’ve got nothing to lose. You leap through the portal, where adventure no doubt awaits!
Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Staff of Hungry Shadows. At the end of each scenario, return the loot to the game box.
Adventure Reward For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Note this reward on your Chronicle sheet.
Acquired Cards (* = Plunder)
Blessing of Abadar (Blessing 2)
Wand of Treasure Finding (Item 5)
Staff of Heaven and Earth (Item 4)
Ring of Protection (Item 2)
Incendiary Cloud (Spell 3)
Speed (Spell 1)
Mass Cure (Spell 4)
Weapon
Spell 314
Armor
Item 542
Ally
Blessing 2
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
Please post rolls, decisions, etc in discussion thread
BR Zalarian |
2-6: THE SHATTERED BLADES OF ALAZNIST
Choking darkness, black as far as the eye can see, envelops you. Air comes in gasps, as if it’s threadbare and thin, and the stone wall beside you vaults upward steeply. When you leapt through the shimmering portal in the Sihedron of Sloth, you expected the lush vista of a mountainside path to greet you on the other side. Instead, it feels like you’ve stepped back inside the mountain itself. What’s more, from the dizzying effects you’re experiencing, it seems you’ve landed somewhere near the peak.
Striking a torch alight, you shake the fog from your head. What manner of unholy chambers have you managed to stumble upon now? Stomach sinking, you realize that there’s no exit in sight. There is only a narrow, roughly worked stone corridor ahead, and no hints of signposts or alternate routes. A bad feeling starts to sink in—until you recount all the heroics you’ve accomplished so far. You’ve conquered Xin-Bakrakhan, survived Envy’s mighty simulacrum, and stopped cultists from transferring the mind of Sloth into your f lesh! You’ve faced all the horrors Hollow Mountain could throw your way, and you’ve not only survived— you’ve thrived, and you’ve claimed more than a few priceless treasures for your efforts. What’s one little walk through the darkness in comparison?
Your heart full and optimism singing in your steps, you wind your way through the narrow corridor. You navigate so many twists and turns that you no longer have any sense of the direction you’re headed, but the tunnel can’t stretch much farther, you think.
Finally, the corridor widens into a cavern. A startling sight greets you. Illuminated with a row of f lickering sconces is a great marble wall, and in its center is a round vault door. Carved prominently into the door is a symbol you recognize with baff lement: the ancient Thassilonian rune for Gluttony. Below the symbol is a sobering phrase: The Gravevault of Wrath.
Were the cavern unoccupied, a moment of panic may have set in. But there’s no time for comparisons to the Wrathworks; slumped in front of the vault is a blanched-faced woman, her breastplate dinged and her shoulder bloodied. When she sees you, her eyes f lare to life, and the panic on her face is evident.
Scrabbling to her feet, she manages to blurt out in desperation.
“You’ve got to help me! My wife’s in there!”
BR Zalarian |
2-6A: A GRIM CONTINGENCY
Once the woman’s initial panic ebbs, she takes a deep breath and holds her injured shoulder gingerly. “Name’s Mayala,” she says, offering a polite nod in greeting. “I didn’t mean to set upon you like that, it’s just… I’m at a loss, if I’m being honest.”
“My wife and I are adventurers from Kaer Maga. For years, Brynne has sat with some strange old stories she heard as a girl— their family is descended from some sort of powerful Thassilonian who was once an advisor to Zutha, the Runelord of Gluttony. According to family lore, Brynne’s ancestor betrayed Zutha to the Runelord of Wrath. He stole a buncha Zutha’s research and gave it to Alaznist, supposedly on promises of great power from his new mistress. But no one knows how it all turned out."
“Brynne was always desperate to find out the truth. So, I did some research, and found out about this facility. We traveled all the way to the mountain, fought a buncha horrifying things, and found some sorta teleportation ring to the vault here. Only as we tried to figure out the place, something happened to Brynne. It was like she became a golem—she walked forward, ignoring my yells, right through the stone vault! I tried to follow,” she points at her bloodied shoulder, “but got only this for my effort!”
Panic again besets Mayala, but you do your best to calm her. Of course you’ll help find Brynne, you assure her. And it takes you a while, but eventually the creaky vault door opens.
But Brynne’s not inside. Instead, you’ve seemingly stumbled into a graveyard—only the plots are empty, and standing in front of you are rows of stinking, howling corpses, their bone-bows trained on you unerringly, jaws slathering with hunger.
Things just got a lot more complicated.
VILLAIN: BAYKOK LORD
HENCHMEN:
BAYKOKS
PLAYERS LOCATIONS
1 DESECRATED VAULT
1 HEPTARIC LOCUS
1 RAVENOUS CRYPTS OF GLUTTONY
2 TREACHEROUS CAVE
3 CATACOMBS OF WRATH
4 VAULT OF GREED
5 THASSILONIAN DUNGEON
6 SHRINE TO LAMASHTU
DURING THIS SCENARIO
following additional power: “The monster is immune to the
Mental and Poison traits.”
Adventure Card Guild characters may choose a bonus deck upgrade.
BR Zalarian |
During This Adventure:
During This Scenario: 2-6A: A GRIM CONTINGENCY
Additional Rules: VILLAIN: BAYKOK LORD
HENCHMEN:
BAYKOKS
Others :
Scenario Level (#): 5
Turn: 0, Agna/Grimsnik
Monsters
RotR
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
RotR
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
RotR
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
Monster 6
Traits:
Plant
Treant
Undead
To Defeat:
Combat 22
The Horror Tree is immune to the Mental and Poison traits.
Add 1 die to checks to defeat the Horror Tree with the Fire trait.
If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location.
Barriers
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
RotR
Barrier 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.
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.
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier 6
Traits:
Animal
Skirmish
To Defeat:
Dexterity
Stealth 16
If undefeated, each character attempts a Dexterity or Acrobatics 13 check. Characters who succeed are dealt 2 Combat damage; characters who fail are dealt 1d6+1 Combat damage.
Weapons
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.
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
RotR
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; 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.
RotR
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Spells
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.
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.
RotR
Spell 6
Traits:
Arcane
Attack
Divine
Force
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
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.
RotR
Spell B
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Armors
RotR
Armor 6
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 9
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
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.
RotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 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.
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.
Items
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.
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.
RotR
Item 6
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 9
Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
RotR
Item B
Traits:
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.
Allies
RotR
Ally 6
Traits:
Enshrouded
To Acquire:
Charisma
Diplomacy 13
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.
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.
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.
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.
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.
Blessings
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.
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing 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.
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:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Location #4: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Vault of Greed
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type in your hand.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #7: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #8: 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
Ezren {Cor/HV2/UM} Matsu Kurisu |
Ezren - Start 5.E
2-5E: SUMMONING SLOTH
Card Upgrade
Summon Hellhounds (AD4) in, Stunning Barrier (AD3) slot
Loot swaps
- Sihedron Medallion: 1d1000 ⇒ 133, Gem of Mental Acuity (Core) out
- Robe of Runes: 1d1000 ⇒ 701, Magnetic Grimoire out
- Staff of Hungry Shadows: 1d1000 ⇒ 902, Wand of Flying out
Starting location
#7: Thassilonian Dungeon
Starting Hand
"
Hand: Samisen of Oracular Vision, Ice and Fire (AD3), lt Sihedron Medallian, Bound Lantern Archon, Volcanic Storm (AD3), Hungering Staff, Sand Elemental, Channel the Gift (AD4),
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 6
NOTES:
Available Support: Distant:
Local: vs Magic card, recharge a card to add 1d4. AvailableMovement: On Close:
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Poison Blast (AD3), Advocate's Armor, Cloudburst (AD4), Ice Chemist, Create Mindscape (AD3), Lt Robe of Runes, Ukobach, Fly (AD2), Steal Soul (AD5), Lt Staff of Hungry Shadows, Coordinated Blast (AD3), Summon Hellhounds (AD4)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane +2
- Craft +1
- Knowledge +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 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
Estra the "not so friendly" |
Starting location Shrine to Lamashtu.
Hand: Honaire, Ring of Immolation, The Paladin, Wand of Restorative Touch, Djinn, Divine Insight,
Displayed:
Deck: 14 Discard: 0 Buried: 0
"Current Location: Shrine to Lamashtu
Hero Points: 7"
"NOTES:
Available Support: Folio reroll: UnusedDivine 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. (1d10)
Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The Dance, Dragonbane Greatsword, Holy Light (Core), Steal Soul, Embiggen, Lyrune-quah Truthspeaker, Divine Blaze, Breath of Life, Lady of Valor (Core), Giant Form, Mist Horn (Core), Gray Maiden Plate, Deathgrip (Core), Our Lord in Iron
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge Intelligence +2
Divine Wisdom +2
Perception Wisdom +2
Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ ☐ ☐ ☐
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
[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.
Grimsnik's Agna |
Starting location: Treacherous Cave
Hand: Blessing of the Gods, Sawtooth Saber, Droogami (core), Wyrmsmite, Pig, Lyrune-quah Moon Maiden,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 6
"NOTES:
Available Support: Blessings are available for use.
Other: Re-roll: Available. Playmat: Available"
"
Middle of Deck (Unknown Order): Wayfinder (core), Disrupting Rapier +1, Blessing of Cayden Cailean, Dread Helm, Fang Falchion, Shoanti Barbarian Hide, Horse, Sands of the Hour, Verminbane Warhammer, Ruan Mirukova, Lizard, Belt of Giant Strength, Blessing of Gorum, Monkey
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ ☐
Proficiencies:
Light Armor, Weapons
POWERS:
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.
Reiko the Ninja |
Start at Catacombs of Wrath. Starting hand, choosing Poison for favored card as always.
Hand: Dominate, Blessing of Norgorber, Venomous Dagger +2, Wayfarer, Embalming Fluid, Defending Sansetsukon +1, Shozoku of the Night Wind,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Catacombs of Wrath
Hero Points: 4
NOTES:
Movement: Will try to keep to myself.
Other: Local Weapon/Armor/Item acquisitions can be turned into heals.
Middle of Deck (Unknown Order): Double Chicken Saber +1, Blessing of the Pallid Princess, Wayfinder, Boots of Alacrity, Materialize, Ring of Serene Contortions, Venomous Fighting Fan +1, Forensic Physician, Blessing of the Savored Sting, Cloak of Daggers, Master Cartman, Blessing of Urgathoa, Adamantine Sai +2
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☑ +2 ☑ +3
Favored Card: {list favored card here}
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons, Poison
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check) ([x] or your check to defeat a barrier or close a location).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
AAUGHWHY's PACS Zadim |
Starting at Desecrated Vault
"
Hand: The Joke, Belt of Physical Prowess, Spider (Core), The Locksmith, Shock Kukri, Sable Company Leathers,
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 )The Locksmith: Discard to bless, double bless Acrobatics or Disable
The Joke: Discard to bless, recharge on Craft, Diplomacy, Disable, Stealth
Middle of Deck (Unknown Order): Blackjack's Rapier, The Carnival, Elixir of Energy Resistance, Djinn, Wyvern Poison, Snake (Core), Silver War Paint (Core), Keen Spiked Chain, Venomous Hand Crossbow, Grounded Studded Leather, Blackfingers, Snakebite Dagger, Ambrosia, Pharasma's Knowing
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([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
Meliski |
Meliski - 2-6A: A GRIM CONTINGENCY
Added Marked Cards (Item 5) and removed Headband of Alluring Charisma
Loot
2-5D: Replace wand of flying with Emerald Codex
Starting Location Descecrated Vault
Starting Hand - Choosing Spell as favored card
"
Hand: s2Cloudburst, Binder's Tome, BoThoth, s6Scrying, al2Cleric of Nethys, Dominate, Marked Cards, Wayfarer,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.
Middle of Deck (Unknown Order): s3Life Drain#Core, Old Salt, Bolstering Armor, 2 BoAbadar, Vampire Bat, BoSivanah, Samisen of Oracular Vision, Emerald Codex, BoMilani, 1 BoAbadar, Eagle Aerie, b1Blessing of Nethys
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d6 ☑ +1 ☐ +2 ☐ +3
- Disable: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: My Choice (Usually Item)
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When a character at your location would fail a check, you may recharge a card(☑ or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. (☑ Then you may shuffle the location deck.)
☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
☑ For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.