Season of the Runelords [Zalarian] (Inactive)

Game Master Zalarian

2-6 The Shattered Blades of Alaznist

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


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Zadim's Deck Handler

Hour is Blessing of Norgorber

Zadim spies a decanter filled with Card 1: Potion of Healing nestled in the feast.

Craft 5: 1d8 + 2 ⇒ (3) + 2 = 5 Bury it

He can't resist and hastily drinks, spilling most of it in his haste. Another reveler attempts to Card 2: Sneak up on him for a chance at snatching the vessel. Discard The Joke to explore again. Auto-Fail BA WIS check; discard Ambrosia. For the combat, reveal Dancing Dagger twice for Stealth+3d4+3

Combat 15: 1d8 + 3d4 + 9 ⇒ (1) + (2, 4, 2) + 9 = 18

Zadim releases his dagger to take out the Sneak and he finishes off the potion.

"

Zadim wrote:

Hand: Djinn, Dancing Dagger, The Carnival, Keen Spiked Chain, Shocking Sawtooth Saber, Blackjack's Rapier,

Displayed: Silver War Paint (Core),
Deck: 11 Discard: 2 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Rapier, Spiked Chain, Dagger (freely reveal it first))

Dancing Dagger: Freely reveal for +1d4 to local combat

The Carnival: Discard to bless, can flip a non-d4 die after the roll

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Energy Resistance, Grounded Studded Leather, Wyvern Poison, Blackfingers, The Locksmith, Pharasma's Knowing, Sable Company Leathers, Belt of Physical Prowess, Shock Kukri, Snake (Core), Spider (Core)
Recharged:
Discard Pile: The Joke, Ambrosia,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


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

Didn't see acrobatics check for location power and it doesn't appear to be auto..but almost.
Zadim Acrobatics Check: 1d8 + 6 ⇒ (2) + 6 = 8 success

During This Adventure: Player Hands

During This Scenario: 2-6B: FEAST OF FAMINE

  • Henchman Proxy A's are Haunts (see below)
  • When you acquire a boon, bury a card.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN:
    CANNIBAL HAUNTS
    Henchman Proxy A = Haunt
    Others :

    Haunt:

    ROTR-2 henchman (monster)
    Undead
    Check to defeat: None
    Powers
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Haunt, you may immediately attempt to close this location.

    Scenario Level (#): 6

    Turn: 2, Ezren/Matsu_Kurisu

    Random Cards:

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

    Spoiler:
    Shining Child
    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.

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

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

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

    Barriers
    Spoiler:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

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

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

    Spoiler:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

    Spoiler:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.

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

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

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

    Spoiler:
    Warhammer +1
    RotR
    Weapon B
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

    Spoiler:
    Invoke
    RotR
    Spell 6
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    If you do not have the Divine skill, banish this card.

    Spoiler:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Dominate
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Entropy Shield
    RotR
    Armor 6
    Traits:
    Arcane
    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.
    Bury this card to defeat a barrier with the Lock trait.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Fortress Shield
    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.

    Spoiler:
    Goblin Plate +1
    RotR
    Armor P
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
    If you are proficient with heavy armors, bury this card instead of banishing it.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    "Links of steel and shiny metal,
    decorate with pointy nettle,
    Not too pretty, might be shaddy,
    Helps keep blood in the goblin body!" - goblin smithing song.


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

    Items
    Spoiler:
    Boots of Teleportation
    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.

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

    Spoiler:
    Potion of Energy Resistance
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Spoiler:
    Boots of Teleportation
    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.

    Spoiler:
    Sihedron Ring
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:
    Constitution
    Fortitude 7
    OR Arcane 9
    Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

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

    Spoiler:
    Poog of Zarongel
    RotR
    Ally P
    Traits:
    Cleric
    Goblin
    To Acquire:
    Charisma
    Diplomacy
    Divine 7
    Recharge this card to add 3 with the Fire trait to a combat check.
    Bury this card to recharge 1d4 random cards from your discard pile.
    Discard this card to explore your location.
    "Poog say Zarongel is the best,
    He help burn things and heal the rest.
    Zarongel's favor makes Poog bleed.
    And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song


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

    Spoiler:
    Ayruzi
    RotR
    Ally 6
    Traits:
    Angel
    Outsider
    To Acquire:
    Charisma
    Diplomacy 14
    Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
    Discard this card to add 1 die to a check, or to explore your location.
    Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you by 4.

    Spoiler:
    Gyukak
    RotR
    Ally 6
    Traits:
    Giant
    Outsider
    Oni
    To Acquire:
    Charisma
    Diplomacy 14
    Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations.

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

    Blessing of Abadar:
    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.

    Hours Remaining: 28

    Hourglass

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

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

    Apothecary Card 1:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Apothecary Card 2:
    Find Traps
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Apothecary Card 3:
    Magic Spyglass
    RotR
    Item 4
    Traits:
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.
    Apothecary Card 4:
    Sign of Wrath
    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.
    Apothecary Card 5:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Apothecary Card 6:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 7:
    Mountaineer
    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.
    Apothecary Card 8:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Apothecary Card 9:
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Apothecary Card 10:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Location #2: 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: Estra/Bigguyinblack, Meliski/Zalarian, Reiko/eddiephlash, Ezren/Matsu_Kurisu, None
    Ravenous Crypts of Gluttony 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.
    Ravenous Crypts of Gluttony Card 2:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
    Ravenous Crypts of Gluttony Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Ravenous Crypts of Gluttony Card 4:
    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.
    Ravenous Crypts of Gluttony Card 5:
    Greater Bolstering Armor
    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.
    Ravenous Crypts of Gluttony Card 6:
    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.
    Ravenous Crypts of Gluttony Card 7:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
    Ravenous Crypts of Gluttony Card 8:
    Bewilder
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 14
    Discard this card to evade a monster, placing it on the bottom of the deck. If you are exploring, you may immediately explore again.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding
    Ravenous Crypts of Gluttony Card 9:
    Sihedron Ring
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:
    Constitution
    Fortitude 7
    OR Arcane 9
    Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
    Ravenous Crypts of Gluttony Card 10:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None
    The Rusty Dragon Card 1:
    Returning Frost Spear +2
    RotR
    Weapon 6
    Traits:
    Magic
    Piercing
    Ranged
    Spear
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
    If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
    The Rusty Dragon Card 2:
    Mass Cure
    RotR
    Spell 4
    Traits:
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.
    The Rusty Dragon Card 3:
    Charmed Red Dragon
    RotR
    Ally 4
    Traits:
    Dragon
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 12
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.
    The Rusty Dragon Card 4:
    Henchman Proxy A3
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Rusty Dragon Card 5:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
    The Rusty Dragon Card 6:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    The Rusty Dragon Card 7:
    Morgiv
    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.
    The Rusty Dragon Card 8:
    Shalelu Andosana
    RotR
    Ally B
    Traits:
    Elf
    Scout
    To Acquire:
    Wisdom
    Perception 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.
    Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
    The Rusty Dragon Card 9:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
    The Rusty Dragon Card 10:
    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.

    Location #4: Glassworks
    At This Location: If you fail a check, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 6 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Glassworks Card 1:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Glassworks Card 2:
    Restoration
    RotR
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.
    Glassworks Card 3:
    Lizard
    RotR
    Ally 4
    Traits:
    Animal
    Arcane
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Survival 8
    Discard this card to succeed at your Stealth or Survival check.
    Discard this card to explore your location.
    Glassworks Card 4:
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
    Glassworks Card 5:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Glassworks Card 6:
    Shining Child
    RotR
    Monster 4
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Shining Child is immune to the Fire and Poison traits.
    All damage dealt by the Shining Child is Fire damage.
    Glassworks Card 7:
    Gamigin
    RotR
    Monster 6
    Traits:
    Devil
    Outsider
    Sorcerer
    To Defeat:
    Combat 22
    Gamigin is immune to the Fire, Cold, and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    Other players may not use powers or play cards other than blessings.
    Glassworks Card 8:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
    Glassworks Card 9:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
    Glassworks Card 10:
    Bear
    RotR
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Discard this card to add 2d4 to your combat check.
    Discard this card to explore your location.

    Location #5: 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
    Vault of Greed Card 1:
    Cape of Escape
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
    Vault of Greed Card 2:
    Stone Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 16
    Damage Dealt by the Stone Giant is dealt to each character at this location.
    Vault of Greed Card 3:
    Potion of Ghostly Form
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
    Vault of Greed Card 4:
    Headband of Inspired Wisdom
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 7
    Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
    Vault of Greed Card 5:
    Demon Armor
    RotR
    Armor 6
    Traits:
    Fire
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    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 proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Vault of Greed Card 6:
    Luckstone
    RotR
    Item B
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 5
    Discard this card to add 1 to your check.
    If you would fail a check by 1, you may bury this card to succeed.
    Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
    Vault of Greed Card 7:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Vault of Greed Card 8:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
    Vault of Greed Card 9:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Vault of Greed Card 10:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None
    Village House Card 1:
    Wand of Treasure Finding
    RotR
    Item 5
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Wisdom
    Perception 7
    Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Village House Card 2:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Village House Card 3:
    Shock Greatsword +2
    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.
    Village House Card 4:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Village House Card 5:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
    Village House Card 6:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Village House Card 7:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.
    Village House Card 8:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Village House Card 9:
    Warden of Thunder
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Thunder is immune to the Electricity trait.
    Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
    Damage dealt by the Warden of Thunder is dealt to each character at this location.
    Village House Card 10:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: 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: 2 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Courtyard Card 1:
    Breastplate of Fire Resistance
    RotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Courtyard Card 2:
    Necklace of Fireballs
    RotR
    Item 4
    Traits:
    Accessory
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
    Courtyard Card 3:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Courtyard Card 4:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Courtyard Card 5:
    Adamantine Plate Armor
    RotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Reveal this card to reduce damage dealt to you by 1, or recharge it 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.
    Courtyard Card 6:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Courtyard Card 7:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
    Courtyard Card 8:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.

    Location #8: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    General Store Card 1:
    Horsechopper +1
    RotR
    Weapon P
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
    If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
    "Trip the horse, watch him drop,
    As he whinnies, chop, chop, chop!
    Don't stop there, 'cause horse is big;
    When it croaks, dance goblin jig!" - Goblin festival song

    General Store Card 2:
    Headband of Epic Intelligence
    RotR
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence 7
    Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
    General Store Card 3:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    General Store Card 4:
    Proxy Weapon 3
    None
    Weapon B
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for a weapon.
    General Store Card 5:
    Bolstering Armor
    RotR
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    General Store Card 6:
    Bracers of Greater Protection
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 3.
    General Store Card 7:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    General Store Card 8:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    General Store Card 9:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    General Store Card 10:
    Pyromaniac Mage
    RotR
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Arcane 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

  • Dark Archive

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

    Turn Order Agna/Grimsnik, Meliski/Zalarian, Reiko/eddiephlash, Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack,

    Out of Turn Updates

    From Starting post wrote:

    Start of Game

    Display Create Mindscape (AD3) @ #2: Ravenous Crypts of Gluttony
    Recovery Channel the Gift (AD4) to fetch Arcane Cannonade (AD6)
    Display Arcane Cannonade (AD6) - All combats get +1d6

    Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2

    Channel the Gift (AD4): Arcane 14: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (4) + 4 + 2 + (1) + 2 = 13 -> Channel the Gift (AD4) discarded.

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

    Start of Turn

    At: #2: Ravenous Crypts of Gluttony
    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. SSteal Soul (AD5) - Yes

    Give: No
    Move: No
    At This Location: While you are here, your hand size is increased by 2.

    Free explore = 1: Hill Giant, Monster 4: Combat 15

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

    Discard Canopic Conversion (AD6) 1d12+4+2+5d6, Arcane Cannonade +1d6, reveal Lt Robe of Runes +2
    Combat 16: 1d12 + 4 + 2 + 5d6 + 1d6 + 2 ⇒ (1) + 4 + 2 + (3, 5, 5, 5, 1) + (2) + 2 = 30 BANISHED
    Display Canopic Conversion (AD6) & 1: Hill Giant AD4

    Display Steal Soul

    Discard Ukobach, draw(Bound Elemental), explore +1 Fire on CtD =
    2: Ogre, Monster B: Combat 14

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

    Recovery Poison Blast (AD3) 1d12+4+2+2d12, Arcane Cannonade +1d6, reveal Lt Robe of Runes +2, Steal Soul +1d4, Ukobach +1
    Combat 14: 1d12 + 4 + 2 + 2d12 + 1d6 + 2 ⇒ (10) + 4 + 2 + (11, 11) + (5) + 2 = 45 BANISHED

    Recharge Samisen of Oracular Vision, examine
    3: Cannibal Haunt, Henchman 6
    4: Blessing of Irori, Blessing B
    5: Greater Bolstering Armor, Armor 6

    Ezren (Core) ends their turn.
    Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2, Steal Soul +1d4
    Arcane Cannonade (AD6): Arcane 15: 1d12 + 4 + 2 + 1d4 + 2 + 1d4 ⇒ (10) + 4 + 2 + (1) + 2 + (1) = 20 -> Arcane Cannonade (AD6) remains displayed.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2, Steal Soul +1d4
    Poison Blast (AD3): Arcane 14: 1d12 + 4 + 2 + 1d4 + 2 + 1d4 ⇒ (9) + 4 + 2 + (3) + 2 + (1) = 21 -> Poison Blast (AD3) recharged.

    Ezren (Core) resets their hand.

    Discard
    Draw up Hungering Staff, Summon Hellhounds (AD4), Advocate's Armor

    Summary
    Location = #2: Ravenous Crypts of Gluttony
    Acquired =
    Banished = 1: Hill Giant, 2: Ogre
    Examined = 3: Cannibal Haunt, Henchman 6
    4: Blessing of Irori, Blessing B
    5: Greater Bolstering Armor, Armor 6

    Displayed =

    Added =

    Location =
    Examined =

    From Box =

    Give =
    Used =

    Other =

    "

    Ezren (Core) wrote:

    Hand: Coordinated Blast (AD3), Volcanic Storm (AD3), Lt Robe of Runes, Bound Elemental, Ice Chemist, Hungering Staff, Summon Hellhounds (AD4), Advocate's Armor,

    Displayed: Create Mindscape (AD3), Arcane Cannonade (AD6), Canopic Conversion (AD6) Mn+8, Steal Soul (AD5),
    Deck: 7 Discard: 2 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Distant: Coordinated Blast Availble, Summon Hellhounds Available
    Local: vs Magic card, recharge a card to add 1d4. Available
    Coordinated Blast: +1d12+6 on local check to defeat

    Movement: On Close:
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sand Elemental, Cloudburst (AD4), Bound Lantern Archon, Lt Staff of Hungry Shadows, lt Sihedron Medallian
    Recharged: Samisen of Oracular Vision, Poison Blast (AD3),
    Discard Pile: Channel the Gift (AD4), Ukobach,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) (☐ or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-Divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    [X] On your non-Intelligence check, you may discard a spell to add your Intelligence.
    ☐ When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card.
    ☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler Desired Upgrades

    During Ezren's turn display Steal Soul (Core).

    Blessing of the Gods in effect.

    Pass Hellknight Plate to Ezren.

    Ravenous Crypts of Gluttony Card 3: Cannibal Haunt:

    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Before the encounter banish Giant Form. Display Cannibal Haunt next to Estra

    wisdom 12 aided by Steal Soul, Create Mindscape, haunted: 1d10 + 1d4 + 1d4 + 4 - 1 ⇒ (5) + (2) + (3) + 4 - 1 = 13

    Estra wrote:

    Hand: Dragonbane Greatsword, Divine Blaze (Core), Divine Insight, Embiggen, Honaire, Djinn, Mist Horn (Core),

    Displayed: Steal Soul (Core), Cannibal Haunt #1,
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Ravenous Crypts of Gluttony
    Hero Points: 7"
    "NOTES:
    Available Support: Folio reroll: Unused

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

    Embiggen: Freely display next to a local character. While displayed: On that character’s checks, replace all dice as follows: d4->d8, d6->d10, d8->12, d10->d12, d12->d20 (if you have one). At the end of the turn, banish.

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lady of Valor (Core), Ring of Immolation, The Paladin, Boneshatter (Core), Our Lord in Iron, Breath of Life (Core), The Dance, Deathgrip (Core), Wand of Restorative Touch
    Recharged: Lyrune-quah Truthspeaker,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Knowledge Intelligence +2
    Divine Wisdom +2
    Perception Wisdom +2

    Favored Card: Honaire
    Hand Size: 5 ☑ 6 ☑ 7
    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.

    Ravenous Crypts of Gluttony closed.

    Hellknight Plate passed to Ezren.


    Deck Handler

    Hourglass: Blessing of Abadar

    Glassworks Card 1: Spyglass Perception 4: 1d8 + 5 ⇒ (5) + 5 = 10 Bury Spyglass for acquiring a card. Recharge Lizard to explore.

    Glassworks Card 2: Restoration Wisdom 12: 1d8 + 2 + 1d4 + 2 ⇒ (3) + 2 + (3) + 2 = 10 Reveal Horse. Discard Blessing of Cayden Cailean for failing check. Discard Sands of the Hour to examine top card-Lizard. Exploring.

    Glassworks Card 3: Lizard Survival 8: 1d8 + 5 + 1d4 + 2 ⇒ (8) + 5 + (1) + 2 = 16 Reveal Horse. Bury Wyrmsmite for acquiring Lizard.

    EOT- Examine top card- Glassworks Card 4: Crushing Door

    Agna wrote:

    Hand: Fang Falchion, Belt of Physical Might, Horse, Lizard 2, Blessing of Gorum, Sawtooth Saber, Shoanti Barbarian Hide,

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lyrune-quah Moon Maiden, Verminbane Warhammer, Blessing of the Gods, Wayfinder (core), Fury's Trident, Dread Helm, Monkey, Pig, Droogami (core), Ruan Mirukova
    Recharged: Lizard,
    Discard Pile: Blessing of Cayden Cailean, Sands of the Hour,
    Buried Pile: Spyglass, Wyrmsmite,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    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.

    Glassworks
    Acquire 1 and 3
    Banish 2
    Examined 4- Crushing Door

    Liberty's Edge

    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    Out of Turn Updates: Recharge Samisen near end of Agna's turn
    The Rusty Dragon Card 1: Returning Frost Spear +2
    The Rusty Dragon Card 2: Mass Cure
    The Rusty Dragon Card 3: Charmed Red Dragon
    [ooc]Will discard Scrying spell to choose card type Monster and examine top 3 cards of location General Store

    General Store 1: Horsechopper +1
    General Store 2: Headband of Epic Intelligence
    General Store 3: Warlord
    Will then choose to put chosen card types on top of deck
    Recharge Scrying DC 12: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (1) = 15 Scrying spell is recharged
    Will banish Emerald Codex to draw 3 divine spells

    Invoke:

    RotR
    Spell 6
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    If you do not have the Divine skill, banish this card.

    Augury:

    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Dominate:

    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Turn Order: Meliski, Reiko, Zadim, Ezren, Estra, Agna
    if random character, using Self as #1

    Turn: 5 - BotG
    SOT:
    Will examine top card of local character(Ezren); then you may exchange it for a card in my hand.
    lt Sihedron Medallian, Cloudburst (AD4), Sand Elemental, Lt Staff of Hungry Shadows, Bound Lantern Archon: 1d5 ⇒ 5 Bound Lantern Archon
    Meliski stifles a tear away... "I miss dat flitty thing or as I liked to call her Tinkabell."

    spoiler:
    was tempted to hand over augury but declined..I had one extra card feat from conversion and removed my bound lantern archon

    Give Card: None

    Short Rest?:
    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.

    Move: Gluttony -> The Rusty Dragon

    Location Powers: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.

    Will use power to explore Bottom Card -

    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 2 to evade and search deck for boon..find the following:
    The Rusty Dragon Card 1: Returning Frost Spear +2
    The Rusty Dragon Card 2: Mass Cure
    The Rusty Dragon Card 3: Charmed Red Dragon
    The Rusty Dragon Card 4: Henchman Proxy A3
    The Rusty Dragon Card 5: Belt of Physical Might
    The Rusty Dragon Card 6: Trapped Spellbook
    The Rusty Dragon Card 7: Morgiv
    The Rusty Dragon Card 8: Shalelu Andosana
    The Rusty Dragon Card 9: Abominable Snowman
    The Rusty Dragon Card 10: Hill Giant
    Will draw (not acquire) Morgiv and shuffle location and discard Vampire bat to examine and explore

    Belt of Physical Might:

    RotR Item 6
    Traits: Accessory Magic
    To Acquire: Strength Dexterity Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

    Fire Snake Arcane Check DC 9: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (2) = 16 Success;will bury old salt

    Will discard b1Blessing of Nethys to examine and rearrange top 2 cards of location and explore
    Will put Trapped Spellbook onto top of location deck to explore first
    Will put Charmed Red Dragon below top card of location deck

    Trapped Spellbook:

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

    Arcane Check DC 15: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (3) = 9 Not Quite
    Arcane Check DC 15 Paizo Reroll: 1d10 + 4 + 3 ⇒ (8) + 4 + 3 = 15 Success
    Random Spells: 1d4 ⇒ 1 Poison Blast
    spoiler:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Will use Augury for monsters and find henchman; will put on top, use blessing of sivanah to explore and use dominate to evade and search through location and draw Returning Frost Spear +2

    Returning Frost Spear +2:

    Weapon
    Traits: Magic Piercing Ranged Spear
    To Acquire: Dexterity Ranged 12
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait. If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

    Will discard Morgiv to examine bottom 3 cards of a location (Mercenary, Greataxe, Cannibal Haunt..leaving Cannibal Haunt on bottom)

    Reminder of Scenario changes:
  • When you acquire a boon, bury a card.
  • To win the scenario, close all locations.
  • Meliski ends his turn.

    Meliski attempts to recover all cards in his Recovery pile.
    Dominate 2: Arcane (with Tome) 14: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (4) = 13 ->
    [ooc]Will shuffle Belt of Physical Might to reroll a die for a check

    Random Roll: 1d10 ⇒ 8 Dominate 2 Recharged.[/ooc]

    s4Fire Snake: Arcane (with Tome) 8: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (1) = 11 -> s4Fire Snake recharged .
    Augury: Arcane (with Tome) 8: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (3) = 15 -> Augury recharged .
    Dominate: Arcane (with Tome) 14: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (2) = 14 -> Dominate recharged .

    Meliski resets his hand.

    "

    Meliski wrote:

    Hand: Returning Frost Spear +2, Poison Blast, Binder's Tome, BoThoth, 2 BoAbadar, Belt of Physical Might, Marked Cards, Wayfarer,

    Displayed:
    Deck: 13 Discard: 4 Buried: 2
    Hero Points: 7
    Reroll used last: 2-5E HP last used: 2-6A
    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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Eagle Aerie, al2Cleric of Nethys, 1 BoAbadar, Samisen of Oracular Vision, s6Scrying, s2Cloudburst, Bolstering Armor, BoMilani, s3Life Leech
    Recharged: Dominate 2, s4Fire Snake, Augury, Dominate,
    Discard Pile: Vampire Bat, b1Blessing of Nethys, BoSivanah, Morgiv,
    Buried Pile: Invoke, Old Salt,

    Skills and Powers:
    SKILLS
    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: The Rusty Dragon
    Acquired: Lots
    Banished: a few
    Examined: Lots
    Random Card(s) Used: Lots
    Displayed: Not yet but will soon enough
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


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    During This Adventure: Player Hands

    During This Scenario: 2-6B: FEAST OF FAMINE

  • Henchman Proxy A's are Haunts (see below)
  • When you acquire a boon, bury a card.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN:
    CANNIBAL HAUNTS
    Henchman Proxy A = Haunt
    Others :

    Haunt:

    ROTR-2 henchman (monster)
    Undead
    Check to defeat: None
    Powers
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Haunt, you may immediately attempt to close this location.

    Scenario Level (#): 6

    Turn: 6, Reiko/eddiephlash

    Random Cards:

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

    Spoiler:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

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

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

    Spoiler:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.

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

    Spoiler:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

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

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

    Spoiler:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

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

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

    Spoiler:
    Returning Frost Spear +2
    RotR
    Weapon 6
    Traits:
    Magic
    Piercing
    Ranged
    Spear
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
    If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

    Spoiler:
    Longsword +1
    RotR
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spoiler:
    Fire Sneeze
    RotR
    Spell P
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine Skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    "Peppered oiil, up the nose,
    In with all the snot it goes.
    When you s ee a horse's knees,
    Roast them right with burning sneeze!" - Goblin Wizarding song


    Spoiler:
    Dominate
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Corrosive Storm
    RotR
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    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 Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spoiler:
    Bewilder
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 14
    Discard this card to evade a monster, placing it on the bottom of the deck. If you are exploring, you may immediately explore again.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding

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

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

    Spoiler:
    Fortress Shield
    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.

    Spoiler:
    Entropy Shield
    RotR
    Armor 6
    Traits:
    Arcane
    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.
    Bury this card to defeat a barrier with the Lock trait.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Greater Bolstering Armor
    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.

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

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

    Spoiler:
    Boots of Teleportation
    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.

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

    Spoiler:
    Sihedron Ring
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:
    Constitution
    Fortitude 7
    OR Arcane 9
    Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

    Allies
    Spoiler:
    Ayruzi
    RotR
    Ally 6
    Traits:
    Angel
    Outsider
    To Acquire:
    Charisma
    Diplomacy 14
    Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
    Discard this card to add 1 die to a check, or to explore your location.
    Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you by 4.

    Spoiler:
    Poog of Zarongel
    RotR
    Ally P
    Traits:
    Cleric
    Goblin
    To Acquire:
    Charisma
    Diplomacy
    Divine 7
    Recharge this card to add 3 with the Fire trait to a combat check.
    Bury this card to recharge 1d4 random cards from your discard pile.
    Discard this card to explore your location.
    "Poog say Zarongel is the best,
    He help burn things and heal the rest.
    Zarongel's favor makes Poog bleed.
    And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song


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

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

    Spoiler:
    Mountaineer
    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.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

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

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

    Apothecary Card 1:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Apothecary Card 2:
    Find Traps
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Apothecary Card 3:
    Magic Spyglass
    RotR
    Item 4
    Traits:
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.
    Apothecary Card 4:
    Sign of Wrath
    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.
    Apothecary Card 5:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Apothecary Card 6:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 7:
    Mountaineer
    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.
    Apothecary Card 8 (Mercenary):
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Apothecary Card 9 (Greataxe):
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Apothecary Card 10 (Cannibal Haunt):
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Location #2: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, Reiko/eddiephlash, Ezren/Matsu_Kurisu, Create Mindscape

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Meliski/Zalarian, Mass Cure, Charmed Red Dragon
    ,Henchman Proxy A3
    , Shalelu Andosana, Abominable Snowman, Hill Giant

    The Rusty Dragon 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.
    The Rusty Dragon Card 2:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
    The Rusty Dragon Card 3:
    Mass Cure
    RotR
    Spell 4
    Traits:
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.
    The Rusty Dragon Card 4:
    Henchman Proxy A3
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Rusty Dragon Card 5:
    Charmed Red Dragon
    RotR
    Ally 4
    Traits:
    Dragon
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 12
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.
    The Rusty Dragon Card 6:
    Shalelu Andosana
    RotR
    Ally B
    Traits:
    Elf
    Scout
    To Acquire:
    Wisdom
    Perception 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.
    Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

    Location #4: Glassworks
    At This Location: If you fail a check, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 6 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Glassworks Card 1 (Crushing Door):
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
    Glassworks Card 2:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Glassworks Card 3:
    Shining Child
    RotR
    Monster 4
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Shining Child is immune to the Fire and Poison traits.
    All damage dealt by the Shining Child is Fire damage.
    Glassworks Card 4:
    Gamigin
    RotR
    Monster 6
    Traits:
    Devil
    Outsider
    Sorcerer
    To Defeat:
    Combat 22
    Gamigin is immune to the Fire, Cold, and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    Other players may not use powers or play cards other than blessings.
    Glassworks Card 5:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
    Glassworks Card 6:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
    Glassworks Card 7:
    Bear
    RotR
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Discard this card to add 2d4 to your combat check.
    Discard this card to explore your location.

    Location #5: 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
    Vault of Greed Card 1:
    Cape of Escape
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
    Vault of Greed Card 2:
    Stone Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 16
    Damage Dealt by the Stone Giant is dealt to each character at this location.
    Vault of Greed Card 3:
    Potion of Ghostly Form
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
    Vault of Greed Card 4:
    Headband of Inspired Wisdom
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 7
    Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
    Vault of Greed Card 5:
    Demon Armor
    RotR
    Armor 6
    Traits:
    Fire
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    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 proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Vault of Greed Card 6:
    Luckstone
    RotR
    Item B
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 5
    Discard this card to add 1 to your check.
    If you would fail a check by 1, you may bury this card to succeed.
    Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
    Vault of Greed Card 7:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Vault of Greed Card 8:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
    Vault of Greed Card 9:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Vault of Greed Card 10:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None
    Village House Card 1:
    Wand of Treasure Finding
    RotR
    Item 5
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Wisdom
    Perception 7
    Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Village House Card 2:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Village House Card 3:
    Shock Greatsword +2
    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.
    Village House Card 4:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Village House Card 5:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
    Village House Card 6:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Village House Card 7:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.
    Village House Card 8:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Village House Card 9:
    Warden of Thunder
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Thunder is immune to the Electricity trait.
    Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
    Damage dealt by the Warden of Thunder is dealt to each character at this location.
    Village House Card 10:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: 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: 2 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Courtyard Card 1:
    Breastplate of Fire Resistance
    RotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Courtyard Card 2:
    Necklace of Fireballs
    RotR
    Item 4
    Traits:
    Accessory
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
    Courtyard Card 3:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Courtyard Card 4:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Courtyard Card 5:
    Adamantine Plate Armor
    RotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Reveal this card to reduce damage dealt to you by 1, or recharge it 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.
    Courtyard Card 6:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Courtyard Card 7:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
    Courtyard Card 8:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.

    Location #8: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Headband of Epic Intelligence, Horsechopper
    General Store Card 1 (Warlord):
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    General Store Card 2:
    Bracers of Greater Protection
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 3.
    General Store Card 3:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    General Store Card 4:
    Headband of Epic Intelligence
    RotR
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence 7
    Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
    General Store Card 5:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    General Store Card 6:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    General Store Card 7:
    Pyromaniac Mage
    RotR
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Arcane 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.
    General Store Card 8:
    Proxy Weapon 3
    None
    Weapon B
    Traits:
    To Acquire:
    Proxy 3
    This is a proxy for a weapon.
    General Store Card 9:
    Horsechopper +1
    RotR
    Weapon P
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
    If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
    "Trip the horse, watch him drop,
    As he whinnies, chop, chop, chop!
    Don't stop there, 'cause horse is big;
    When it croaks, dance goblin jig!" - Goblin festival song

    General Store Card 10:
    Bolstering Armor
    RotR
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.


  • Human Saboteur Ninja, Tier 6, Deck Handler

    Start turn. Hour is Norgorber. Move to General Store. Explore the Warlord. Cast Dominate to evade and search location for a boon to draw. Nothing tier 6, so grab the Pyromaniac Mage for the explore.

    Reveal a card per location power to explore.
    Shuffled location (no 7): 1d9 ⇒ 4: Headband of Epic Intelligence
    Int 7: 1d6 ⇒ 6 Failed

    Discard Wayfarer to explore, adding 2d6 to checks.
    Shuffled location (no 4 or 7): 1d8 ⇒ 8: Card 10: Bolstering Armor
    Con 9: 1d6 + 2d6 ⇒ (3) + (6, 6) = 15 Acquired!

    Discard Pyro Mage to explore again.
    Shuffled location (no 4, 7, 10): 1d7 ⇒ 2: Bracers of Greater Protection
    Wis 5: 1d6 ⇒ 3 Failed

    Discard Master Cartman to move to Village House and explore card 1: Wand of Treasure Finding
    Wis 7: 1d6 ⇒ 5 Failed

    End turn. Reset hand, recharge Bolstering Armor and draw 1.

    Reiko wrote:

    Hand: Embalming Fluid, Cloak of Daggers, Adamantine Sai +2, Ring of Serene Contortions, Blessing of the Pallid Princess, Defending Sansetsukon +1, Wayfinder,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Village House
    Hero Points: 4
    NOTES:
    Available Support: Cloak adds 6d4 for a local combat, pallid princess double blesses fort/poison/undead
    Movement: Will try to keep to myself.
    Other: Local Weapon/Armor/Item acquisitions can be turned into heals.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Savored Sting, Venomous Dagger +2, Meteor Hammer +3, Materialize, Blessing of Urgathoa, Double Chicken Saber +1, Blessing of Norgorber, Forensic Physician, Shozoku of the Night Wind, Boots of Alacrity
    Recharged: Bolstering Armor,
    Discard Pile: Wayfarer, Pyromaniac Mage, Master Cartman,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.


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

    During This Adventure: Player Hands

    During This Scenario: 2-6B: FEAST OF FAMINE

  • Henchman Proxy A's are Haunts (see below)
  • When you acquire a boon, bury a card.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN:
    CANNIBAL HAUNTS
    Henchman Proxy A = Haunt
    Others :

    Haunt:

    ROTR-2 henchman (monster)
    Undead
    Check to defeat: None
    Powers
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Haunt, you may immediately attempt to close this location.

    Scenario Level (#): 6

    Turn: 7, Zadim/AAUGHWHY

    Random Cards:

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

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

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

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

    Spoiler:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.

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

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

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

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

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

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

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

    Spoiler:
    Longsword +1
    RotR
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spells
    Spoiler:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Corrosive Storm
    RotR
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    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 Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spoiler:
    Bewilder
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 14
    Discard this card to evade a monster, placing it on the bottom of the deck. If you are exploring, you may immediately explore again.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding

    Spoiler:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Invoke
    RotR
    Spell 6
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    If you do not have the Divine skill, banish this card.

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

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

    Spoiler:
    Goblin Plate +1
    RotR
    Armor P
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
    If you are proficient with heavy armors, bury this card instead of banishing it.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    "Links of steel and shiny metal,
    decorate with pointy nettle,
    Not too pretty, might be shaddy,
    Helps keep blood in the goblin body!" - goblin smithing song.


    Spoiler:
    Fortress Shield
    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.

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

    Items
    Spoiler:
    Potion of Energy Resistance
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

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

    Spoiler:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

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

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

    Apothecary Card 1:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Apothecary Card 2:
    Find Traps
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Apothecary Card 3:
    Magic Spyglass
    RotR
    Item 4
    Traits:
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.
    Apothecary Card 4:
    Sign of Wrath
    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.
    Apothecary Card 5:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Apothecary Card 6:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 7:
    Mountaineer
    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.
    Apothecary Card 8 (Mercenary):
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Apothecary Card 9 (Greataxe):
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Apothecary Card 10 (Cannibal Haunt):
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Location #2: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, Ezren/Matsu_Kurisu, Create Mindscape

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Meliski/Zalarian, Mass Cure, Charmed Red Dragon
    ,Henchman Proxy A3
    , Shalelu Andosana, Abominable Snowman, Hill Giant

    The Rusty Dragon 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.
    The Rusty Dragon Card 2:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
    The Rusty Dragon Card 3:
    Mass Cure
    RotR
    Spell 4
    Traits:
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.
    The Rusty Dragon Card 4:
    Henchman Proxy A3
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Rusty Dragon Card 5:
    Charmed Red Dragon
    RotR
    Ally 4
    Traits:
    Dragon
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 12
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.
    The Rusty Dragon Card 6:
    Shalelu Andosana
    RotR
    Ally B
    Traits:
    Elf
    Scout
    To Acquire:
    Wisdom
    Perception 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.
    Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

    Location #4: Glassworks
    At This Location: If you fail a check, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 6 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Glassworks Card 1 (Crushing Door):
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
    Glassworks Card 2:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Glassworks Card 3:
    Shining Child
    RotR
    Monster 4
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Shining Child is immune to the Fire and Poison traits.
    All damage dealt by the Shining Child is Fire damage.
    Glassworks Card 4:
    Gamigin
    RotR
    Monster 6
    Traits:
    Devil
    Outsider
    Sorcerer
    To Defeat:
    Combat 22
    Gamigin is immune to the Fire, Cold, and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    Other players may not use powers or play cards other than blessings.
    Glassworks Card 5:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
    Glassworks Card 6:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
    Glassworks Card 7:
    Bear
    RotR
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Discard this card to add 2d4 to your combat check.
    Discard this card to explore your location.

    Location #5: 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
    Vault of Greed Card 1:
    Cape of Escape
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
    Vault of Greed Card 2:
    Stone Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 16
    Damage Dealt by the Stone Giant is dealt to each character at this location.
    Vault of Greed Card 3:
    Potion of Ghostly Form
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
    Vault of Greed Card 4:
    Headband of Inspired Wisdom
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 7
    Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
    Vault of Greed Card 5:
    Demon Armor
    RotR
    Armor 6
    Traits:
    Fire
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    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 proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.
    Vault of Greed Card 6:
    Luckstone
    RotR
    Item B
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 5
    Discard this card to add 1 to your check.
    If you would fail a check by 1, you may bury this card to succeed.
    Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
    Vault of Greed Card 7:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Vault of Greed Card 8:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
    Vault of Greed Card 9:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Vault of Greed Card 10:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: Reiko/eddiephlash, None
    Village House Card 1:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Village House Card 2:
    Shock Greatsword +2
    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.
    Village House Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Village House Card 4:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
    Village House Card 5:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Village House Card 6:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.
    Village House Card 7:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Village House Card 8:
    Warden of Thunder
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Thunder is immune to the Electricity trait.
    Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
    Damage dealt by the Warden of Thunder is dealt to each character at this location.
    Village House Card 9:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: 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: 2 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Courtyard Card 1:
    Breastplate of Fire Resistance
    RotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Courtyard Card 2:
    Necklace of Fireballs
    RotR
    Item 4
    Traits:
    Accessory
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
    Courtyard Card 3:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Courtyard Card 4:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Courtyard Card 5:
    Adamantine Plate Armor
    RotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Reveal this card to reduce damage dealt to you by 1, or recharge it 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.
    Courtyard Card 6:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Courtyard Card 7:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
    Courtyard Card 8:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.

    Location #8: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Warlord, Scout, Cannibal Haunt, Boots of Elvenkind, Pyromaniac Mage, Horsechopper +1, Heavy Crossbow
    General Store Card 1:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    General Store Card 2:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    General Store Card 3:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    General Store Card 4:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    General Store Card 5:
    Pyromaniac Mage
    RotR
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Arcane 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.
    General Store Card 6:
    Heavy Crossbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    General Store Card 7:
    Horsechopper +1
    RotR
    Weapon P
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
    If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
    "Trip the horse, watch him drop,
    As he whinnies, chop, chop, chop!
    Don't stop there, 'cause horse is big;
    When it croaks, dance goblin jig!" - Goblin festival song


  • Zadim's Deck Handler

    Hour is Blessing of Gozreh

    Stay at Courtyard.

    Explore Courtyard Card 1: Breastplate of Fire Resistance

    CON 8: 1d8 ⇒ 1 Fail to Acquire

    Discard Djinn to examine location. Find Necklace of Fireballs; encounter it but auto-fail checks to acquire.

    Explore from Djinn, Courtyard Card 3: Venomous Heavy Crossbow +2

    DEX 10: 1d8 + 4 ⇒ (1) + 4 = 5 Fail to acquire

    "

    Zadim wrote:

    Hand: Pharasma's Knowing, Dancing Dagger, The Carnival, Keen Spiked Chain, Shocking Sawtooth Saber, Blackjack's Rapier,

    Displayed: Silver War Paint (Core),
    Deck: 10 Discard: 3 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Rapier, Spiked Chain, Dagger (freely reveal it first))

    Dancing Dagger: Freely reveal for +1d4 to local combat

    The Carnival: Discard to bless, can flip a non-d4 die after the roll
    Pharasma's Knowing: Discard to Bless

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spider (Core), Elixir of Energy Resistance, Wyvern Poison, Sable Company Leathers, Blackfingers, Grounded Studded Leather, Snake (Core), The Locksmith, Belt of Physical Prowess, Shock Kukri
    Recharged:
    Discard Pile: The Joke, Ambrosia, Djinn,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: +2
    Stealth: +2
    Constitution d8 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon, Poison
    POWERS:
    You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
    You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
    You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
    [ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
    [X] You may Ignore a monster's immunity to the Poison trait.
    [ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

    "

    Dark Archive

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

    Turn Order Agna/Grimsnik, Meliski/Zalarian, Reiko/eddiephlash, Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack,

    Out of Turn Updates
    Received Hellknight Plate from Estra/Bigguyinblack
    Display es Hellknight Plate

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2, Steal Soul +1d4
    Create Mindscape (AD3): Arcane 11: 1d12 + 4 + 2 + 1d4 + 2 + 1d4 ⇒ (7) + 4 + 2 + (2) + 2 + (2) = 19 -> Create Mindscape (AD3) recharged.

    Blessing = #1 Ezren/Matsu Kurisu: Blessing of the Gods

    Start of Turn

    At: #2: Ravenous Crypts of Gluttony
    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. lt Sihedron Medallian - No

    Give: Ice Chemist to Estra
    Move: #1: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.

    Recharge Lt Robe of Runes, draw Channel the Gift (AD4) from discard

    Recovery Channel the Gift (AD4), fetch Create Mindscape (AD3)

    Display Create Mindscape (AD3) @ #1: Apothecary

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

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

    Create Mindscape (AD3) +1d4, Steal Soul +1d4
    Arcane 12: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (4) + 4 + 2 + (2) + (2) = 14 Acquired. Bury(Bound Elemental)

    Recharge Advocate's Armor, draw Ukobach from discard

    Discard Ukobach, draw(lt Sihedron Medallian), explore +1 Fire on CtD =
    2: Find Traps, Spell B: Wisdom 6

    Spoiler:
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Wisdom 1d8+1, Create Mindscape (AD3) +1d4, Steal Soul +1d4
    Wisdom 6: 1d8 + 1 + 1d4 + 1d4 ⇒ (3) + 1 + (3) + (4) = 11 Acquired. Bury(lt Sihedron Medallian)

    Ezren.recharge(ac Find Traps) examine( 3: Magic Spyglass, Item 4), recharge(Coordinated Blast (AD3)) explore = 3: Magic Spyglass, Item 4: Arcane 8

    Spoiler:
    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.

    Create Mindscape (AD3) +1d4, Steal Soul +1d4
    Arcane 12: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (3) + 4 + 2 + (3) + (3) = 15 Acquired. Bury(Magic Spyglass)

    Ezren.recharge(ac Poison Blast (AD4)) examine(4: Sign of Wrath, Spell 6 ), recharge(Volcanic Storm (AD3)) explore = 4: Sign of Wrath, Spell 6: Arcane 14

    Spoiler:
    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.

    Create Mindscape (AD3) +1d4, Steal Soul +1d4
    Arcane 14: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (5) + 4 + 2 + (3) + (3) = 17 Acquired. Bury(Sign of Wrath)

    Ezren (Core) ends their turn.
    Create Mindscape (AD3) +1d4, Steal Soul +1d4
    Arcane Cannonade (AD6): Arcane 15: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (6) + 4 + 2 + (3) + (4) = 19 -> Arcane Cannonade (AD6) remains displayed.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2, Steal Soul +1d4
    Channel the Gift (AD4): Arcane 14: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (5) + 4 + 2 + (2) + (2) = 15 -> Channel the Gift (AD4) recharged.

    Ezren (Core) resets their hand.

    Discard
    Draw up Poison Blast (AD3), Cloudburst (AD4), Lt Robe of Runes, Samisen of Oracular Vision, Lt Staff of Hungry Shadows, Bound Lantern Archon

    Summary
    Location = #1: Apothecary
    Acquired = 1: Poison Blast, 2: Find Traps, 3: Magic Spyglass, 4: Sign of Wrath
    Banished =
    Examined =

    Displayed =

    Added =

    Location =
    Examined =

    From Box =

    Give = Ice Chemist to Estra
    Used =

    Other =
    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Summon Hellhounds (AD4), Poison Blast (AD3), Cloudburst (AD4), Lt Robe of Runes, Samisen of Oracular Vision, Lt Staff of Hungry Shadows, Bound Lantern Archon,

    Displayed: Create Mindscape (AD3), Arcane Cannonade (AD6), Canopic Conversion (AD6) Mn+8, Steal Soul (AD5), es Hellknight Plate,
    Deck: 7 Discard: 1 Buried: 4
    Hero Points: 7
    NOTES:
    Available Support: Distant: Arcane Connonade +1d6 on ALL combat.
    Summon Hellhounds Available
    Local: vs Magic card, recharge a card to add 1d4. Available
    Coordinated Blast: +1d12+6 on local check to defeat

    Movement: On Close:
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sand Elemental
    Recharged: Advocate's Armor, ac Find Traps, Coordinated Blast (AD3), ac Poison Blast (AD4), Volcanic Storm (AD3), Channel the Gift (AD4),
    Discard Pile: Ukobach,
    Buried Pile: Bound Elemental, lt Sihedron Medallian, ac Magic Spyglass, ac Sign of Wrath,

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) (☐ or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-Divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    [X] On your non-Intelligence check, you may discard a spell to add your Intelligence.
    ☐ When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card.
    ☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler Desired Upgrades

    Blessing of Desna in effect.

    Move to Vault of Greed.

    Examine the top card of Vault of Greed: Cape of Escape. Discard Divine Insight to encounter it.

    Vault of Greed Card 1: Cape of Escape:

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

    Banished. Take my free explore.

    Vault of Greed Card 2: Stone Giant:

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

    Display Embiggen.

    combat 16 revealing Dragonbane Greatsword, aided by Steal Soul, aided by embiggen, reloading Honaire, haunted: 1d8 + 1d20 + 1d8 + 1d10 + 9 - 1 ⇒ (3) + (8) + (7) + (3) + 9 - 1 = 29

    Draw a card from succeeding at a combat check: Honaire. Discard Djinn to examine the next card: Potion of Ghostly Form. Encounter it then explore.

    Vault of Greed Card 3: Potion of Ghostly Form:

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

    Banished. Taking my Djinn explore.

    Vault of Greed Card 4: Headband of Inspired Wisdom:

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

    Tempting. But banished. Discard Ice Chemist to explore.

    Vault of Greed Card 5: Demon Armor:

    RotR
    Armor 6
    Traits:
    Fire
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    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 proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    constitution 11 aided by steal soul, aided by embiggen, reloading Honaire, haunted: 1d10 + 1d8 + 1d10 + 6 - 1 ⇒ (9) + (3) + (10) + 6 - 1 = 27

    Scenario effect bury demon armor. End turn.

    Estra ends her turn.

    Estra attempts to recover all cards in her Recovery pile.
    Embiggen: Divine 10: 1d12 + 1d8 + 6 - 1 ⇒ (8) + (8) + 6 - 1 = 21 -> Embiggen recharged.

    Estra resets her hand.

    Estra wrote:

    Hand: Dragonbane Greatsword, Divine Blaze (Core), Mist Horn (Core), Honaire, Ring of Immolation, Deathgrip (Core), Boneshatter (Core),

    Displayed: Steal Soul (Core), Cannibal Haunt #1,
    Deck: 8 Discard: 3 Buried: 1
    "Current Location: Vault of Greed
    Hero Points: 7"
    "NOTES:
    Available Support: Folio reroll: Unused

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lady of Valor (Core), The Dance, The Paladin, Wand of Restorative Touch, Our Lord in Iron, Breath of Life (Core)
    Recharged: Lyrune-quah Truthspeaker, Embiggen,
    Discard Pile: Divine Insight, Djinn, Ice Chemist,
    Buried Pile: Demon Armor,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Knowledge Intelligence +2
    Divine Wisdom +2
    Perception Wisdom +2

    Favored Card: Honaire
    Hand Size: 5 ☑ 6 ☑ 7
    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.

    Vault of Greed Card 5 acquired. Cards 1 - 4 banished.


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

    During This Adventure: Player Hands

    During This Scenario: 2-6B: FEAST OF FAMINE

  • Henchman Proxy A's are Haunts (see below)
  • When you acquire a boon, bury a card.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN:
    CANNIBAL HAUNTS
    Henchman Proxy A = Haunt
    Others :

    Haunt:

    ROTR-2 henchman (monster)
    Undead
    Check to defeat: None
    Powers
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Haunt, you may immediately attempt to close this location.

    Scenario Level (#): 6

    Turn: 10, Agna/Grimsnik

    Random Cards:

    Monsters
    Spoiler:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.

    Spoiler:
    Hidden Beast
    RotR
    Monster 6
    Traits:
    Aberration
    Sorcerer
    Undead
    Vampire
    To Defeat:
    Combat 22
    OR Wisdom
    Perception 16
    The Hidden Beast is immune to the Cold, Mental and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait against the Hidden Beast.
    Before the encounter, each character at this location must succeed at a Combat 22 check or bury 1d4 random cars from his discard pile.

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

    Spoiler:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

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

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

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

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

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

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

    Weapons
    Spoiler:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Spiked Chain
    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.

    Spoiler:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.

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

    Spoiler:
    Flaming Icy Axe +1
    RotR
    Weapon 6
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spoiler:
    Sign of Wrath
    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.

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

    Spoiler:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Fortress Shield
    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.

    Spoiler:
    Fortress Shield
    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.

    Items
    Spoiler:
    Boots of Teleportation
    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.

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

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

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

    Spoiler:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

    Allies
    Spoiler:
    Zuvuzeg
    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.

    Spoiler:
    Mountaineer
    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.

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 20

    Hourglass

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

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

    Apothecary Card 1:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Apothecary Card 2:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 3:
    Mountaineer
    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.
    Apothecary Card 4 (Mercenary):
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Apothecary Card 5 (Greataxe):
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Apothecary Card 6 (Cannibal Haunt):
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Location #2: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, Create Mindscape

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Meliski/Zalarian, Mass Cure, Charmed Red Dragon
    ,Henchman Proxy A3
    , Shalelu Andosana, Abominable Snowman, Hill Giant

    The Rusty Dragon 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.
    The Rusty Dragon Card 2:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
    The Rusty Dragon Card 3:
    Mass Cure
    RotR
    Spell 4
    Traits:
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.
    The Rusty Dragon Card 4 (Charmed Red Dragon):
    Charmed Red Dragon
    RotR
    Ally 4
    Traits:
    Dragon
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 12
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.
    The Rusty Dragon Card 5 (Shalelu Andosana):
    Shalelu Andosana
    RotR
    Ally B
    Traits:
    Elf
    Scout
    To Acquire:
    Wisdom
    Perception 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.
    Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
    The Rusty Dragon Card 6 (Henchman Proxy A3):
    Henchman Proxy A3
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #4: Glassworks
    At This Location: If you fail a check, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 6 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Glassworks Card 1 (Crushing Door):
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
    Glassworks Card 2:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Glassworks Card 3:
    Shining Child
    RotR
    Monster 4
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Shining Child is immune to the Fire and Poison traits.
    All damage dealt by the Shining Child is Fire damage.
    Glassworks Card 4:
    Gamigin
    RotR
    Monster 6
    Traits:
    Devil
    Outsider
    Sorcerer
    To Defeat:
    Combat 22
    Gamigin is immune to the Fire, Cold, and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    Other players may not use powers or play cards other than blessings.
    Glassworks Card 5:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
    Glassworks Card 6:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
    Glassworks Card 7:
    Bear
    RotR
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Discard this card to add 2d4 to your combat check.
    Discard this card to explore your location.

    Location #5: 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: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Vault of Greed Card 1:
    Luckstone
    RotR
    Item B
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 5
    Discard this card to add 1 to your check.
    If you would fail a check by 1, you may bury this card to succeed.
    Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
    Vault of Greed Card 2:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Vault of Greed Card 3:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
    Vault of Greed Card 4:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Vault of Greed Card 5:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: Reiko/eddiephlash, None
    Village House Card 1:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Village House Card 2:
    Shock Greatsword +2
    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.
    Village House Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Village House Card 4:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
    Village House Card 5:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Village House Card 6:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.
    Village House Card 7:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Village House Card 8:
    Warden of Thunder
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Thunder is immune to the Electricity trait.
    Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
    Damage dealt by the Warden of Thunder is dealt to each character at this location.
    Village House Card 9:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: 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: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Courtyard Card 1:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Courtyard Card 2:
    Adamantine Plate Armor
    RotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Reveal this card to reduce damage dealt to you by 1, or recharge it 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.
    Courtyard Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Courtyard Card 4:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
    Courtyard Card 5:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.

    Location #8: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Warlord, Scout, Cannibal Haunt, Boots of Elvenkind, Pyromaniac Mage, Horsechopper +1, Heavy Crossbow
    General Store Card 1:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    General Store Card 2:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    General Store Card 3:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    General Store Card 4:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    General Store Card 5:
    Pyromaniac Mage
    RotR
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Arcane 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.
    General Store Card 6:
    Heavy Crossbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    General Store Card 7:
    Horsechopper +1
    RotR
    Weapon P
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
    If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
    "Trip the horse, watch him drop,
    As he whinnies, chop, chop, chop!
    Don't stop there, 'cause horse is big;
    When it croaks, dance goblin jig!" - Goblin festival song

  • Liberty's Edge

    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    Will discard Marked cards to examine bottom 3 cards of The Rusty Dragon and putting Henchman Proxy on bottom (updated post above)


    Deck Handler

    Hourglass: Blessing of the Gods

    Display Shoati Barbarian Hide

    Glassworks Card 1 (Crushing Door): Dex 13: 2d8 + 2 + 1d4 + 2 ⇒ (1, 3) + 2 + (1) + 2 = 9 Dex 13: 2d8 + 2 + 1d4 + 2 ⇒ (5, 3) + 2 + (1) + 2 = 13 Discard Blessing of Gorum. Reveal Belt of Physical Might and Lizard. Spending Hero Point to re-roll. Recharge Horse to explore.

    Glassworks Card 2: Henchman Proxy A2 (haunt) Display Haunt.

    Close attempt Perception 6+1: 1d8 + 5 + 1d4 + 2 ⇒ (4) + 5 + (4) + 2 = 15

    Agna wrote:

    Hand: Fang Falchion, Belt of Physical Might, Verminbane Warhammer, Lizard 2, Monkey, Sawtooth Saber, Lyrune-quah Moon Maiden,

    Displayed: Shoanti Barbarian Hide, Haunt,
    Deck: 9 Discard: 3 Buried: 2
    Hero Points: 5
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll: Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ruan Mirukova, Blessing of the Gods, Wayfinder (core), Pig, Droogami (core), Dread Helm, Fury's Trident
    Recharged: Lizard, Horse,
    Discard Pile: Blessing of Cayden Cailean, Sands of the Hour, Blessing of Gorum,
    Buried Pile: Spyglass, Wyrmsmite,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    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.

    Glassworks is closed

    Liberty's Edge

    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    Out of Turn Updates: None

    Turn Order: Meliski, Reiko, Zadim, Ezren, Estra, Agna
    if random character, using Self as #1

    Turn: 11 - BotG
    SOT:

    Give Card: None
    2-5E: Shuffle a random card (xxxx) from discard into deck

    Short Rest?:
    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.

    Meliski is healed for 1: (Morgiv). Deck shuffled.
    Move: Stay at Rusty Dragon

    Location Powers: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.

    Will use power to explore Bottom Card - Haunt, will display and attempt to close

    Diplomacy Check DC 6+1=7: 1d10 + 4 ⇒ (4) + 4 = 8 Success; will recharge Vampire Bat

    Rusty Dragon is closed

    Reminder of Scenario changes:
  • When you acquire a boon, bury a card.
  • To win the scenario, close all locations.
  • Meliski ends his turn.

    Meliski attempts to recover all cards in his Recovery pile.

    Meliski resets his hand.

    "

    Meliski wrote:

    Hand: Returning Frost Spear +2, Poison Blast, Binder's Tome, Belt of Physical Might, Wayfarer, BoThoth, 2 BoAbadar, al2Cleric of Nethys,

    Displayed:
    Deck: 14 Discard: 3 Buried: 2
    Hero Points: 7
    Reroll used last: 2-5E HP last used: 2-6A
    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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Morgiv, BoMilani, Dominate 2, Eagle Aerie, s4Fire Snake, s2Cloudburst, 1 BoAbadar, Augury, s3Life Leech, s6Scrying, Dominate, Bolstering Armor, Samisen of Oracular Vision
    Recharged: Vampire Bat,
    Discard Pile: b1Blessing of Nethys, BoSivanah, Marked Cards,
    Buried Pile: Invoke, Old Salt,

    Skills and Powers:
    SKILLS
    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: Rusty Dragon
    Acquired: None
    Banished: All cards at Rusty Dragon
    Examined: None
    Random Card(s) Used: None
    Displayed: Haunt next to Meliski
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


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    During This Adventure: Player Hands

    During This Scenario: 2-6B: FEAST OF FAMINE

  • Henchman Proxy A's are Haunts (see below)
  • When you acquire a boon, bury a card.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN:
    CANNIBAL HAUNTS
    Henchman Proxy A = Haunt
    Others :

    Haunt:

    ROTR-2 henchman (monster)
    Undead
    Check to defeat: None
    Powers
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Haunt, you may immediately attempt to close this location.

    Scenario Level (#): 6

    Turn: 12, Reiko/eddiephlash

    Random Cards:

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

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

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

    Spoiler:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.

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

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

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

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

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

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

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

    Spoiler:
    Flaming Icy Axe +1
    RotR
    Weapon 6
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spells
    Spoiler:
    Dominate
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Sign of Wrath
    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.

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

    Spoiler:
    Fortress Shield
    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.

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

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

    Spoiler:
    Fortress Shield
    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.

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

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

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

    Spoiler:
    Ring of Energy Resistance
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

    Spoiler:
    Sihedron Ring
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:
    Constitution
    Fortitude 7
    OR Arcane 9
    Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

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

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

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

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

    Spoiler:
    Poog of Zarongel
    RotR
    Ally P
    Traits:
    Cleric
    Goblin
    To Acquire:
    Charisma
    Diplomacy
    Divine 7
    Recharge this card to add 3 with the Fire trait to a combat check.
    Bury this card to recharge 1d4 random cards from your discard pile.
    Discard this card to explore your location.
    "Poog say Zarongel is the best,
    He help burn things and heal the rest.
    Zarongel's favor makes Poog bleed.
    And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song


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

    Spoiler:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

    Current Hour:

    Blessing of Shelyn:
    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.

    Hours Remaining: 18

    Hourglass

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

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

    Apothecary Card 1:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Apothecary Card 2:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 3:
    Mountaineer
    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.
    Apothecary Card 4 (Mercenary):
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Apothecary Card 5 (Greataxe):
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Apothecary Card 6 (Cannibal Haunt):
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Location #2: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, Cannibal Haunt Owner: Estra

    Location #3: The Rusty Dragon
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Meliski/Zalarian, Haunt owner: Meliski

    Location #4: Glassworks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, Haunt owner: Grimsnik

    Location #5: 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: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Vault of Greed Card 1:
    Luckstone
    RotR
    Item B
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 5
    Discard this card to add 1 to your check.
    If you would fail a check by 1, you may bury this card to succeed.
    Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
    Vault of Greed Card 2:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Vault of Greed Card 3:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
    Vault of Greed Card 4:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Vault of Greed Card 5:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: Reiko/eddiephlash, None
    Village House Card 1:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Village House Card 2:
    Shock Greatsword +2
    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.
    Village House Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Village House Card 4:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
    Village House Card 5:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Village House Card 6:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.
    Village House Card 7:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Village House Card 8:
    Warden of Thunder
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Thunder is immune to the Electricity trait.
    Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
    Damage dealt by the Warden of Thunder is dealt to each character at this location.
    Village House Card 9:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: 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: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Courtyard Card 1:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Courtyard Card 2:
    Adamantine Plate Armor
    RotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Reveal this card to reduce damage dealt to you by 1, or recharge it 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.
    Courtyard Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Courtyard Card 4:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
    Courtyard Card 5:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.

    Location #8: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Warlord, Scout, Cannibal Haunt, Boots of Elvenkind, Pyromaniac Mage, Horsechopper +1, Heavy Crossbow
    General Store Card 1:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    General Store Card 2:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    General Store Card 3:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    General Store Card 4:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    General Store Card 5:
    Pyromaniac Mage
    RotR
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Arcane 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.
    General Store Card 6:
    Heavy Crossbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    General Store Card 7:
    Horsechopper +1
    RotR
    Weapon P
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
    If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
    "Trip the horse, watch him drop,
    As he whinnies, chop, chop, chop!
    Don't stop there, 'cause horse is big;
    When it croaks, dance goblin jig!" - Goblin festival song


  • Human Saboteur Ninja, Tier 6, Deck Handler

    Start turn. Hour is Shelyn. Move to General store. Explore card 1: Scout.
    BYA Ranged: 1d4 - 1 ⇒ (2) - 1 = 1 Recharge Sansetsukon
    Reveal sai, ignoring veteran effect. Reveal fluid for ninja power and ring for +2.
    Combat 8: 1d10 + 6 + 1d4 + 2 + 1d8 + 3 + 2 ⇒ (8) + 6 + (1) + 2 + (3) + 3 + 2 = 25 Defeated

    Free explore from location, card 2: Cannibal Haunt. Banish Embalming Fliud. Attempt to close, banish Cloak of Daggers. General Store closed!

    Recharge Wayfinder to move to Village House and examine top 2 cards: Trapped Spellbook and Shock Greatsword +2.

    End turn. Reset hand, drawing 4.

    Reiko wrote:

    Hand: Adamantine Sai +2, Ring of Serene Contortions, Blessing of the Pallid Princess, Forensic Physician, Blessing of the Savored Sting, Venomous Dagger +2, Double Chicken Saber +1,

    Displayed: Cannibal Haunt,
    Deck: 9 Discard: 3 Buried: 0
    Current Location: Village House
    Hero Points: 4
    NOTES:
    Available Support: Savored Sting adds the highest of a rolled d4,6,8,10 to any check. Pallid princess double blesses fort/poison/undead
    Movement: Will try to keep to myself.
    Other: Local Weapon/Armor/Item acquisitions can be turned into heals.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Materialize, Meteor Hammer +3, Boots of Alacrity, Shozoku of the Night Wind, Blessing of Urgathoa, Blessing of Norgorber
    Recharged: Bolstering Armor, Defending Sansetsukon +1, Wayfinder,
    Discard Pile: Wayfarer, Pyromaniac Mage, Master Cartman,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.


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

    Random Roll: 1d6 ⇒ 5 Reiko automatically acquires following (and buries it due to scenario rule) and 4 remain at location

    Boots of Teleportation:

    Item
    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.

    During This Adventure: Player Hands

    During This Scenario: 2-6B: FEAST OF FAMINE

  • Henchman Proxy A's are Haunts (see below)
  • When you acquire a boon, bury a card.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN:
    CANNIBAL HAUNTS
    Henchman Proxy A = Haunt
    Others :

    Haunt:

    ROTR-2 henchman (monster)
    Undead
    Check to defeat: None
    Powers
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Haunt, you may immediately attempt to close this location.

    Scenario Level (#): 6

    Turn: 13, Zadim/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.

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

    Spoiler:
    Shemhazian Demon
    RotR
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 23
    The Shemhazian Demon is immune to the Electricity and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    If undefeated, reset your hand and end your turn.

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

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

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

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

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

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

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

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

    Spoiler:
    Shock Greatsword +2
    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.

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

    Spoiler:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

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

    Spoiler:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Sign of Wrath
    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.

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

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

    Armors
    Spoiler:
    Fortress Shield
    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.

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

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

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

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

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

    Spoiler:
    Sihedron Ring
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:
    Constitution
    Fortitude 7
    OR Arcane 9
    Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

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

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

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

    Allies
    Spoiler:
    Poog of Zarongel
    RotR
    Ally P
    Traits:
    Cleric
    Goblin
    To Acquire:
    Charisma
    Diplomacy
    Divine 7
    Recharge this card to add 3 with the Fire trait to a combat check.
    Bury this card to recharge 1d4 random cards from your discard pile.
    Discard this card to explore your location.
    "Poog say Zarongel is the best,
    He help burn things and heal the rest.
    Zarongel's favor makes Poog bleed.
    And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song


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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 17

    Hourglass

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

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

    Apothecary Card 1:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Apothecary Card 2:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 3:
    Mountaineer
    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.
    Apothecary Card 4 (Mercenary):
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Apothecary Card 5 (Greataxe):
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Apothecary Card 6 (Cannibal Haunt):
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Location #2: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, Cannibal Haunt Owner: Estra

    Location #3: The Rusty Dragon
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Meliski/Zalarian, Haunt owner: Meliski

    Location #4: Glassworks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, Haunt owner: Grimsnik

    Location #5: 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: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Vault of Greed Card 1:
    Luckstone
    RotR
    Item B
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 5
    Discard this card to add 1 to your check.
    If you would fail a check by 1, you may bury this card to succeed.
    Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
    Vault of Greed Card 2:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Vault of Greed Card 3:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
    Vault of Greed Card 4:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Vault of Greed Card 5:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None
    Village House Card 1:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Village House Card 2:
    Shock Greatsword +2
    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.
    Village House Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Village House Card 4:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
    Village House Card 5:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Village House Card 6:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.
    Village House Card 7:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Village House Card 8:
    Warden of Thunder
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Thunder is immune to the Electricity trait.
    Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
    Damage dealt by the Warden of Thunder is dealt to each character at this location.
    Village House Card 9:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: 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: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Courtyard Card 1:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Courtyard Card 2:
    Adamantine Plate Armor
    RotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Reveal this card to reduce damage dealt to you by 1, or recharge it 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.
    Courtyard Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Courtyard Card 4:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
    Courtyard Card 5:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.

    Location #8: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 4 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Reiko/eddiephlash, Cannibal Haunt Owner: Reiko
    General Store Card 1:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
    General Store Card 2:
    Token of Remembrance
    RotR
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
    General Store Card 3:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    General Store Card 4:
    Potion of Ghostly Form
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.


  • Zadim's Deck Handler

    Hour is Blessing of the Gods

    Zadim spots a warped Card 1: Shock Longbow +1 and passes it by. Banish Shock Longbow

    Discard Pharasma's Knowing to draw 2 cards (Elixir of Energy Resistance and Elixir of Energy Resistance) and recharge 2 cards (Blackjack's Rapier and Keen Spiked Chain). Display Elixir. Explore

    A Card 2: Adamantine Plate Armor lies nearby but it's decrepit and caked in filth. I'd need resources and I don't think we really had a need for an Armor 6. Banish it

    The unnatural hunger digs a unfillable pit in Zadim's gut. Discard Spider to explore again. Encounter Card 3: Cannibal Haunt. Banish the top card of my deck (Grounded Studded Leather). Display Cannibal Haunt. Attempt to close

    Acrobatics 11: 1d8 + 6 ⇒ (7) + 6 = 13 Courtyard Closed!

    "

    Zadim wrote:

    Hand: Snake (Core), Dancing Dagger, The Carnival, The Locksmith, Shocking Sawtooth Saber, Sable Company Leathers,

    Displayed: Silver War Paint (Core), Elixir of Energy Resistance, Cannibal Haunt,
    Deck: 6 Discard: 5 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Rapier, Spiked Chain, Dagger (freely reveal it first))

    Dancing Dagger: Freely reveal for +1d4 to local combat

    The Carnival: Discard to bless, can flip a non-d4 die after the roll
    The Locksmith: Discard to bless, Bless twice on Acrobatics or Disable

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shock Kukri, Belt of Physical Prowess, Blackfingers, Wyvern Poison
    Recharged: Keen Spiked Chain, Blackjack's Rapier,
    Discard Pile: The Joke, Ambrosia, Djinn, Pharasma's Knowing, Spider (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: +2
    Stealth: +2
    Constitution d8 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon, Poison
    POWERS:
    You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
    You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
    You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 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

    Dark Archive

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

    Turn Order Agna/Grimsnik, Meliski/Zalarian, Reiko/eddiephlash, Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack,

    Out of Turn Updates

    Blessing = #1 Ezren/Matsu Kurisu: Blessing of the Gods

    Start of Turn

    At: #1: Apothecary
    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: #1: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.

    Free explore = 1: Blessing of Nethys, Blessing 6: Wisdom 8

    Spoiler:
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Wisdom 1d8+1, Create Mindscape +1d4, Steal Soul +1d4
    Wisdom 8: 1d8 + 1 + 1d4 + 1d4 ⇒ (6) + 1 + (3) + (3) = 13 Acquired. Bury(Bound Lantern Archon)

    Discard ac Blessing of Nethys, examine 2, rearrange, explore =
    Apothecary Card 3: Mountaineer
    Apothecary Card 2: Blessing of the Gods

    3: Mountaineer, Ally 6: Wisdom 10

    Spoiler:
    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.

    Wisdom 1d8+1, Create Mindscape +1d4, Steal Soul +1d4, Ezren.Discard spell(Poison Blast (AD3)) +1d12+4
    Wisdom 10: 1d8 + 1 + 1d4 + 1d4 + 1d12 + 4 ⇒ (6) + 1 + (1) + (1) + (7) + 4 = 20 Acquired. Bury(3: Mountaineer)

    Ezren.recharge(Cloudburst (AD4)) examine( 2: Blessing of the Gods), recharge(Lt Staff of Hungry Shadows) explore = 2: Blessing of the Gods, Blessing B
    Auto Acquire & Bury

    Ezren.recharge(Summon Hellhounds (AD4)) examine(4 Mercenary), recharge(Sand Elemental) explore = 4 Mercenary, Monster B: Combat 16(10+6)

    Spoiler:
    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.

    Reveal Hungering Staff 1d12+4+2+1d6+2, Create Mindscape +1d4, Steal Soul +1d4, Arcane Cannonade +1d6, Reveal Lt Robe of Runes +2
    Combat 16: 1d12 + 4 + 2 + 1d6 + 2 + 1d4 + 1d4 + 1d6 + 2 ⇒ (4) + 4 + 2 + (1) + 2 + (2) + (2) + (1) + 2 = 20 - Banished

    Recharge Samisen of Oracular Vision, examine 3 at any location:
    Vault of Greed Card 1: Luckstone, Item B
    Vault of Greed Card 2: Mammoth, Monster 4
    Vault of Greed Card 3: Dancing Scimitar +2, Weapon 5

    Ezren (Core) ends their turn.
    Create Mindscape (AD3) +1d4, Steal Soul +1d4, Reveal Lt Robe of Runes +2
    Arcane Cannonade (AD6): Arcane 15: 1d12 + 4 + 2 + 1d4 + 1d4 + 2 ⇒ (3) + 4 + 2 + (4) + (4) + 2 = 19 -> Arcane Cannonade (AD6) remains displayed.

    Pausing turn - problem with deckhandler :-(

    Dark Archive

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

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Create Mindscape (AD3) +1d4, Reveal Lt Robe of Runes +2, Steal Soul +1d4

    Ezren (Core) resets their hand.

    Discard
    Draw up Advocate's Armor
    ac Find Traps
    Coordinated Blast (AD3)
    ac Poison Blast (AD4)
    Volcanic Storm (AD3)
    Channel the Gift (AD4)

    Summary
    Location = #1: Apothecary
    Acquired = 1: Blessing of Nethys, 3: Mountaineer, 2: Blessing of the Gods
    Banished = 4: Mercenary

    Examined = Vault of Greed Card 1: Luckstone, Item B
    Vault of Greed Card 2: Mammoth, Monster 4
    Vault of Greed Card 3: Dancing Scimitar +2, Weapon 5

    Displayed =

    Added =

    Location =
    Examined =

    From Box =

    Give =
    Used =

    Other =
    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Lt Robe of Runes, Advocate's Armor, ac Find Traps, Coordinated Blast (AD3), ac Poison Blast (AD4), Volcanic Storm (AD3), Channel the Gift (AD4),

    Displayed: Create Mindscape (AD3), Arcane Cannonade (AD6), Canopic Conversion (AD6) Mn+8, Steal Soul (AD5), es Hellknight Plate,
    Deck: 5 Discard: 3 Buried: 7
    Hero Points: 7
    NOTES:
    Available Support: Distant: Arcane Connonade +1d6 on ALL combat.
    Local: vs Magic card, recharge a card to add 1d4. Available
    Coordinated Blast: +1d12+6 on local check to defeat

    Movement: On Close:
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Cloudburst (AD4), Lt Staff of Hungry Shadows, Summon Hellhounds (AD4), Sand Elemental, Samisen of Oracular Vision,
    Discard Pile: Ukobach, ac Blessing of Nethys, Poison Blast (AD3),
    Buried Pile: Bound Elemental, lt Sihedron Medallian, ac Magic Spyglass, ac Sign of Wrath, Bound Lantern Archon, ac Mountaineer, ac Blessing of the Gods,

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) (☐ or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-Divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    [X] On your non-Intelligence check, you may discard a spell to add your Intelligence.
    ☐ When you defeat (☐ or acquire) a card using a non-combat check, you may draw a card.
    ☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler Desired Upgrades

    Blessing of the Gods in effect.

    Examine Apothecary Card 5 Greataxe. Discard Mist Horn (Core) to encounter it.

    Apothecary Card 5: Greataxe:

    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    strength 10 aided by power feat, aided by steal soul, cursed: 1d4 + 1d6 + 1d4 + 1 - 1 ⇒ (2) + (3) + (2) + 1 - 1 = 7

    Take my free explore.

    Apothecary Card 6: Cannibal Haunt:

    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    BYA banish Deathgrip (Core). Display Cannibal Haunt next to Estra. Attempt to close.

    Zadim discards The Carnival.

    intelligence 6 aided by Steal Soul, aided by Create Mindscape, blessed by The Carnival, cursed x3: 2d8 + 1d4 + 1d4 - 2 ⇒ (4, 5) + (1) + (3) - 2 = 11

    Apothecary closed. Ezren sends Create Mindscape to recovery.

    Honaire healing myself: 1d4 + 1 ⇒ (1) + 1 = 2

    Estra wrote:

    Hand: Dragonbane Greatsword, Divine Blaze (Core), Boneshatter (Core), Ring of Immolation, Honaire, Djinn, Breath of Life (Core),

    Displayed: Steal Soul (Core), Cannibal Haunt #1, Cannibal Haunt #2,
    Deck: 8 Discard: 2 Buried: 1
    "Current Location: Apothecary
    Hero Points: 7"
    "NOTES:
    Available Support: Folio reroll: Unused

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Our Lord in Iron, Divine Insight, The Paladin, Wand of Restorative Touch, Embiggen, The Dance, Lady of Valor (Core), Lyrune-quah Truthspeaker
    Recharged:
    Discard Pile: Ice Chemist, Mist Horn (Core),
    Buried Pile: Demon Armor,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Knowledge Intelligence +2
    Divine Wisdom +2
    Perception Wisdom +2

    Favored Card: Honaire
    Hand Size: 5 ☑ 6 ☑ 7
    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.

    Apothecary closed.

    Zadim discards The Carnival.


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

    During This Adventure: Player Hands

    During This Scenario: 2-6B: FEAST OF FAMINE

  • Henchman Proxy A's are Haunts (see below)
  • When you acquire a boon, bury a card.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN:
    CANNIBAL HAUNTS
    Henchman Proxy A = Haunt
    Others :

    Haunt:

    ROTR-2 henchman (monster)
    Undead
    Check to defeat: None
    Powers
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Haunt, you may immediately attempt to close this location.

    Scenario Level (#): 6

    Turn: 16, Agna/Grimsnik

    Random Cards:

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

    Spoiler:
    Warden of Wind
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 22
    Damage dealt by the Warden of Wind is dealt to each character at this location.

    Spoiler:
    Shemhazian Demon
    RotR
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 23
    The Shemhazian Demon is immune to the Electricity and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    If undefeated, reset your hand and end your turn.

    Spoiler:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.

    Spoiler:
    Mummy
    RotR
    Monster 5
    Traits:
    Mummy
    Undead
    To Defeat:
    Combat 21
    The Mummy is immune to the Cold and Poison traits.
    Add 1d8 to attempts to defeat the Mummy with the Fire trait.
    If undefeated, after the encounter, bury your discard pile.

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

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

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

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

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

    Weapons
    Spoiler:
    Longsword +1
    RotR
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spoiler:
    Force Sling +3
    RotR
    Weapon 6
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.

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

    Spells
    Spoiler:
    Sign of Wrath
    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.

    Spoiler:
    Invoke
    RotR
    Spell 6
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    If you do not have the Divine skill, banish this card.

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

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

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

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

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

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

    Spoiler:
    Adamantine Plate Armor
    RotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Ring of Energy Resistance
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

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

    Spoiler:
    Potion of Energy Resistance
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

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

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

    Spoiler:
    Mountaineer
    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.

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

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

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

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

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

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

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

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

    Current Hour:

    Blessing of Erastil:
    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.

    Hours Remaining: 14

    Hourglass

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

    Location #1: Apothecary
    Closed
    When Permanently Closed: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, Ezren/Matsu_Kurisu, Cannibal Haunt Owner: Estra

    Location #2: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cannibal Haunt Owner: Estra

    Location #3: The Rusty Dragon
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Meliski/Zalarian, Haunt owner: Meliski

    Location #4: Glassworks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, Haunt owner: Grimsnik

    Location #5: 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: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Vault of Greed Card 1 (Luckstone):
    Luckstone
    RotR
    Item B
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 5
    Discard this card to add 1 to your check.
    If you would fail a check by 1, you may bury this card to succeed.
    Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
    Vault of Greed Card 2 (Mammoth):
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Vault of Greed Card 3 (Dancing Scimitar +2):
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
    Vault of Greed Card 4:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Vault of Greed Card 5:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None
    Village House Card 1:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Village House Card 2:
    Shock Greatsword +2
    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.
    Village House Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Village House Card 4:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
    Village House Card 5:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Village House Card 6:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.
    Village House Card 7:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Village House Card 8:
    Warden of Thunder
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Thunder is immune to the Electricity trait.
    Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
    Damage dealt by the Warden of Thunder is dealt to each character at this location.
    Village House Card 9:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: Courtyard
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zadim/AAUGHWHY, Cannibal Haunt Owner: Zadim

    Location #8: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 4 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Reiko/eddiephlash, Cannibal Haunt Owner: Reiko

    General Store Card 1:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
    General Store Card 2:
    Token of Remembrance
    RotR
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
    General Store Card 3:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    General Store Card 4:
    Potion of Ghostly Form
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.


  • Deck Handler

    Hourglass: Blessing of Erastil

    Move: Vault of Greed

    Explore: Vault of Greed Card 1 (Luckstone). Choosing to fail check. Discard Lyrune-quah Moon Maiden to explore.

    Vault of Greed Card 2 (Mammoth). Combat 16+1: 1d10 + 5 + 2d4 + 2 + 1d4 + 2 + 1d6 + 2 ⇒ (9) + 5 + (2, 4) + 2 + (2) + 2 + (1) + 2 = 29 Reveal Fanged Falchion, Belt of Physical Might and Monkey. Lyrune-quah Moon Maiden provides +1d6. Haunt increased difficulty by 1. Recharge Monkey to explore.

    Vault of Greed Card 3 (Dancing Scimitar +2) Melee 12+1: 1d10 + 5 + 1d4 + 2 + 2 ⇒ (1) + 5 + (3) + 2 + 2 = 13 Reveal Lizard and Belt of Physical Might. Haunt increased difficulty by 1. Bury Verminbane Warhammer for scenario power

    EOT- examine top card #4 Raise Dead
    Discard Sawtooth Saber and Dancing Scimitar +2

    Agna wrote:

    Hand: Fang Falchion, Belt of Physical Might, Dread Helm, Lizard 2, Pig, Fury's Trident, Blessing of the Gods,

    Displayed: Shoanti Barbarian Hide, Haunt,
    Deck: 6 Discard: 6 Buried: 3
    Hero Points: 5
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll: Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wayfinder (core), Ruan Mirukova, Droogami (core)
    Recharged: Lizard, Horse, Monkey,
    Discard Pile: Blessing of Cayden Cailean, Sands of the Hour, Blessing of Gorum, Lyrune-quah Moon Maiden, Sawtooth Saber, Dancing Scimitar +2,
    Buried Pile: Spyglass, Wyrmsmite, Verminbane Warhammer,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    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.

    Vault of Greed
    Banish 1 & 2
    Acquire 3
    Examined 4- Raise Dead

    Liberty's Edge

    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    Out of Turn Updates: None

    Turn Order: Meliski, Reiko, Zadim, Ezren, Estra, Agna
    if random character, using Self as #1

    Turn: 17 - Blessing of Pharasma
    SOT:
    May examine top card of local character; then you may exchange it for a card in my hand.

    Give Card: None

    Short Rest?:
    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.

    Move: The Rusty Dragon ->Vault of Greed

    Location Powers: If you acquire an item, banish another item from your hand, if you have one

    Raise Dead (Known):

    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.

    Divine Check DC 12+1=13 with Tome and haunt: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (2) = 14 Success; will bury Raise Dead
    Will discard Wayfarer to explorer adding 2d6 - Encounter Haunt; will display and attempt close discarding blessing of Thoth to bless twice
    Wisdom Check DC 12+2=14: 1d6 + 2d6 + 2d6 ⇒ (4) + (4, 5) + (3, 6) = 22 Success

    Vault of Greed is closed

    Reminder of Scenario changes:
  • When you acquire a boon, bury a card.
  • To win the scenario, close all locations.
  • Meliski ends his turn.

    Meliski attempts to recover all cards in his Recovery pile.

    Meliski resets his hand discarding Spear, Belt and Poison Blast .

    "

    Meliski wrote:

    Hand: Binder's Tome, al2Cleric of Nethys, 2 BoAbadar, Dominate 2, BoMilani, Samisen of Oracular Vision, Bolstering Armor, Augury,

    Displayed:
    Deck: 9 Discard: 8 Buried: 2
    Hero Points: 7
    Reroll used last: 2-5E HP last used: 2-6A
    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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Eagle Aerie, s6Scrying, s3Life Leech, 1 BoAbadar, s2Cloudburst, s4Fire Snake, Morgiv, Dominate
    Recharged: Vampire Bat,
    Discard Pile: b1Blessing of Nethys, BoSivanah, Marked Cards, Wayfarer, BoThoth, Returning Frost Spear +2, Belt of Physical Might, Poison Blast,
    Buried Pile: Invoke, Old Salt,

    Skills and Powers:
    SKILLS
    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: Vault of Greed
    Acquired: Raise Dead
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: Haunt

    Liberty's Edge

    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    after SOT on Reiko's turn, Will recharge Samisen of Oracular Vision
    Village House Card 1: Trapped Spellbook
    Village House Card 2: Shock Greatsword +2
    Village House Card 1: Cannibal Haunt


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

    During This Adventure: Player Hands

    During This Scenario: 2-6B: FEAST OF FAMINE

  • Henchman Proxy A's are Haunts (see below)
  • When you acquire a boon, bury a card.
  • To win the scenario, close all locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN:
    CANNIBAL HAUNTS
    Henchman Proxy A = Haunt
    Others :

    Haunt:

    ROTR-2 henchman (monster)
    Undead
    Check to defeat: None
    Powers
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Haunt, you may immediately attempt to close this location.

    Scenario Level (#): 6

    Turn: 18, Reiko/eddiephlash

    Random Cards:

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Horsechopper +1
    RotR
    Weapon P
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
    If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
    "Trip the horse, watch him drop,
    As he whinnies, chop, chop, chop!
    Don't stop there, 'cause horse is big;
    When it croaks, dance goblin jig!" - Goblin festival song


    Spoiler:
    Force Sling +3
    RotR
    Weapon 6
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.

    Spoiler:
    Spiked Chain
    RotR
    Weapon B
    Traits:
    Chain
    Finesse
    Melee
    Piercing
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

    Spoiler:
    Dominate
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    Invoke
    RotR
    Spell 6
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    If you do not have the Divine skill, banish this card.

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

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

    Spoiler:
    Fortress Shield
    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.

    Spoiler:
    Goblin Plate +1
    RotR
    Armor P
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
    If you are proficient with heavy armors, bury this card instead of banishing it.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    "Links of steel and shiny metal,
    decorate with pointy nettle,
    Not too pretty, might be shaddy,
    Helps keep blood in the goblin body!" - goblin smithing song.


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

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

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

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

    Spoiler:
    Potion of Energy Resistance
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

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

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

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

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

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

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

    Spoiler:
    Mountaineer
    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.

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Ezren/Matsu_Kurisu
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Estra/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 4 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 5 Meliski/Zalarian
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 6 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 6 Reiko/eddiephlash
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 7 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Ezren/Matsu_Kurisu
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 10 Agna/Grimsnik
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 11 Meliski/Zalarian
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 12 Reiko/eddiephlash
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Apothecary
    Closed
    When Permanently Closed: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, Ezren/Matsu_Kurisu, Cannibal Haunt Owner: Estra

    Location #2: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cannibal Haunt Owner: Estra

    Location #3: The Rusty Dragon
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Haunt owner: Meliski

    Location #4: Glassworks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Haunt owner: Grimsnik

    Location #5: Vault of Greed
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, Meliski/Zalarian, Haunt Owner: Meliski

    Location #6: Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None

    Village House Card 1 (Trapped Spellbook):
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Village House Card 2 (Shock Greatsword +2):
    Shock Greatsword +2
    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.
    Village House Card 3 (Cannibal Haunt):
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Village House Card 4:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
    Village House Card 5:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Village House Card 6:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.
    Village House Card 7:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Village House Card 8:
    Warden of Thunder
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Thunder is immune to the Electricity trait.
    Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
    Damage dealt by the Warden of Thunder is dealt to each character at this location.
    Village House Card 9:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: Courtyard
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zadim/AAUGHWHY, Cannibal Haunt Owner: Zadim

    Location #8: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 4 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Reiko/eddiephlash, Cannibal Haunt Owner: Reiko

    General Store Card 1:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
    General Store Card 2:
    Token of Remembrance
    RotR
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
    General Store Card 3:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    General Store Card 4:
    Potion of Ghostly Form
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.


  • Human Saboteur Ninja, Tier 6, Deck Handler

    Start turn. Hour is BotG. Move to Village House. Explore Trapped Spellbook. Recharge Sai for Ninja power. Discard BotSS.
    Max of: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (4) + (1) + (8) + (7) = 20: 8, nice!
    Int 15 +1 = 16: 1d6 + 1d8 + 3 + 8 ⇒ (2) + (1) + 3 + 8 = 14 Shirt reroll the d8
    Int 15 +1 = 16: 2 + 1d8 + 3 + 8 ⇒ 2 + (7) + 3 + 8 = 20 Success!
    Draw spells: 1d4 ⇒ 4: Disintegrate, Dominate, Detect Evil, Invoke

    Discard Blessing of the Pallid Princess to explore the Shock Greatsword +2. Auto fail. Reveal then Discard Forensic Physician to heal 1: Pyromaniac Mage, then explore: Cannibal Haunt. Banish the drawn Detect Evil. Display by my deck. Attempt to close. Banish Double Chicken Saber (a weapon 1).

    Village House closed. Victory!!


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    COMPLETED SCENARIO 2-6B: FEAST OF FAMINE
    Development
    Between the enspelled food and the lurking ghosts, your journey to help Mayala and Brynne almost came to an end. Luckily, you were able to fend off the grotesque urges to eat the glamered feast—which fell to dust as soon as you touched it—and the ravenous creatures that followed.
    You’re down the hall, resting and nibbling on some dried rations when you hear Mayala’s voice call out in clear, horrified tones.
    "“Let her go, you monsters! Brynne?! What have they done to you, Brynne?”"
    Without a second thought, you dash toward Mayala, ready to lend your strength however you can.

    Reward
    Each character chooses armor, ally, or blessing and adds a card of that type that has an adventure deck number of 5 or 6 from the game box to the cards acquired during this scenario.
    Adventure Card Guild characters may choose a bonus deck upgrade.

    Acquired Cards (* = Plunder)
    Lizard (Ally 4)
    Morgiv (Ally 6)
    Mountaineer (Ally 6)
    Bolstering Armor (Armor 5)
    Demon Armor (Armor 6)
    Blessing of Nethys (Blessing 6)
    Blessing of the Gods (Blessing B)
    Potion of Healing (Item B)
    Belt of Physical Might (Item 6)
    Spyglass (Item B)
    Boots of Teleportation (Item 6)
    Magic Spyglass (Item 4)
    Invoke (Spell 6)
    Raise Dead (Spell 5)
    Sign of Wrath (Spell 6)
    Poison Blast (Spell 4)
    Disintegrate (Spell 5)
    Find Traps (Spell B)
    Dominate (Spell 6)
    Returning Frost Spear +2 (Weapon 6)
    Dancing Scimitar +2 (Weapon 5)

    Weapon 65
    Spell 6564506
    Armor 56
    Item 06064
    Ally 466
    Blessing 60
    6 5/6 Armor/Ally/Blessing Draws

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


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    2-6C: THE OPUS SUNDERED
    Adrenaline pounding in your ears, you round the corner to a ghastly sight. Before you is a circle of gaunt-faced, long-toothed, crimson-robed creatures. In the center are three people: a blonde woman in scuffed leather armor; a furwearing woman with long black hair; and a red-haired man with dark tattoos running down his thick arms. Mayala rushes toward the blonde woman and cries, “Brynne!” Seeing a feral-looking creature skulking toward you, though, you hold out an arm to stop her.
    “Rush forward all you want,” the gaunt creature hisses between rat-like fangs, its skeletal fingers folding together with glee. “You’ll not stop us now, whoever you are.”
    “What are you? What do you want with these people?” Mayala screams.
    The creature cocks its head, a wicked smile spreading across its corpse-like face.
    “People? I suppose they are people—at least for just a while longer.” It laughs maniacally. “No matter. I am Zervo, personal necromancer to Alaznist, mistress of all you see. In just a few moments these people, as you call them, will become the runelord’s glorious opus!” The look on Mayala’s face must be as shocked as yours, because Zervo continues.
    “Oh yes, Alaznist learned to create a tome that could bring her back to this world, just as her rival Zutha’s tome could prompt his return, too. Except Alaznist needed no fool books. Her magic can etch the incantations onto flesh, bringing her back into being with a single ritual.
    “Those who betrayed Zutha for Alaznist were to have the honor of ushering her return after Earthfall—but they have tarried for so long. No matter. Now that we finally have all the honorees’ descendants, in just a few moments, the ritual will be complete.
    “Now, cow before our might, and bow as a runelord returns!”

    VILLAIN: NOSFERATU
    HENCHMEN: BAYKOKS

    PLAYERS LOCATIONS
    1 CATACOMBS OF WRATH
    1 RAVENOUS CRYPTS OF GLUTTONY
    1 RUNEWELL
    2 SHIMMERING VEILS OF PRIDE
    3 FESTERING MAZE OF SLOTH
    4 IRON CAGES OF LUST
    5 HALLS OF WRATH
    6 ABJURANT HALLS OF ENVY

    DURING THIS SCENARIO

  • After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
  • When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.


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    During This Adventure: Player Hands

    During This Scenario: 2-6C: THE OPUS SUNDERED

  • After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
  • When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.

    Additional Rules: VILLAIN: NOSFERATU
    HENCHMEN: BAYKOKS

    Others :

    Scenario Level (#): 6

    Turn: 0, Reiko/eddiephlash

    Random Cards:

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

    Spoiler:
    Shemhazian Demon
    RotR
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 23
    The Shemhazian Demon is immune to the Electricity and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    If undefeated, reset your hand and end your turn.

    Spoiler:
    Gamigin
    RotR
    Monster 6
    Traits:
    Devil
    Outsider
    Sorcerer
    To Defeat:
    Combat 22
    Gamigin is immune to the Fire, Cold, and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    Other players may not use powers or play cards other than blessings.

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

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

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

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

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

    Spoiler:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.

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

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

    Spoiler:
    Flaming Icy Axe +1
    RotR
    Weapon 6
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

    Spoiler:
    Flaming Icy Axe +1
    RotR
    Weapon 6
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spoiler:
    Invoke
    RotR
    Spell 6
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    If you do not have the Divine skill, banish this card.

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

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

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

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

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

    Spoiler:
    Fortress Shield
    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.

    Spoiler:
    Fortress Shield
    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.

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

    Items
    Spoiler:
    Ring of Energy Resistance
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

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

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

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

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

    Allies
    Spoiler:
    Zuvuzeg
    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.

    Spoiler:
    Mountaineer
    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.

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

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

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: 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:

    Shalelu Andosana:

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

    Location #2: 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:

    Morgiv:

    Ally
    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.

    Location #3: Runewell
    At This Location: At the start of your turn, bury a card of your choice.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 3 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Conna the Wise:

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

    Location #4: Shimmering Veils of Pride
    At This Location: When you succeed at a check, recharge a card.
    When Closing: Succeed at a Wisdom or Perception 12 check.
    When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: 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 #6: Iron Cages of Lust
    At This Location: Add 2 to your checks to acquire allies.
    If you fail to acquire an ally, bury an ally from your hand, if you have one.
    When Closing: Succeed at a Charisma or Diplomacy 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #7: Halls of Wrath
    At This Location: The difficulty of any combat check is increased by 2.~If you fail a combat check, the damage dealt to you is increased by 2.
    When Closing: Succeed at an Intelligence or Knowledge 12 check.
    When Permanently Closed: No effect.
    M: 6 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #8: Abjurant Halls of Envy
    At This Location: You may not play spells.
    When Closing: Bury your hand.
    When Permanently Closed: On closing, each character at this location takes 1 Force damage.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None


  • Deck Handler Desired Upgrades

    Starting location Ravenous Crypts of Gluttony.

    Estra wrote:

    Hand: Honaire, The Dance, Divine Insight, Hellknight Plate, Breath of Life (Core), Pharasma's Knowing, Ring of Immolation, Wand of Restorative Touch, Divine Blaze (Core),

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    "Current Location: Ravenous Crypts of Gluttony
    Hero Points: 7"
    "NOTES:
    Available Support: Folio reroll: Unused

    Pharasma's Knowing: On any check, discard to bless.

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

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathgrip (Core), Dragonbane Greatsword, Steal Soul (Core), Giant Form, The Paladin, Mist Horn (Core), Lyrune-quah Truthspeaker, Our Lord in Iron, Embiggen, Djinn, Lady of Valor (Core), Boneshatter (Core)
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Knowledge Intelligence +2
    Divine Wisdom +2
    Perception Wisdom +2

    Favored Card: Honaire
    Hand Size: 5 ☑ 6 ☑ 7
    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: Our Lord in Iron. Recharge a card: Wand of Restorative Touch.

    Dark Archive

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

    Ezren 2-6C: THE OPUS SUNDERED

    Card Upgrade
    Icicle Swarm (AD6) in, Volcanic Storm (AD3) slot
    Death's Touch (Original) (AD5) in, Poison Blast (AD3) slot

    Loot swaps
    - Sihedron Medallion: 1d1000 ⇒ 626, Gem of Mental Acuity (Core) out
    - Robe of Runes: 1d1000 ⇒ 47, Magnetic Grimoire out
    - Staff of Hungry Shadows: 1d1000 ⇒ 557, Wand of Flying out

    Starting location
    #2: Ravenous Crypts of Gluttony - Hand size +2. Will move to #7: Halls of Wrath

    Start of Game
    Display Arcane Cannonade (AD6) - All combats get +1d6

    Starting Hand

    "

    Ezren (Core) wrote:

    Hand: Channel the Gift (AD4), Ice Chemist, Canopic Conversion (AD6), Ukobach, Steal Soul (AD5), lt Sihedron Medallian, Cloudburst (AD4), Hungering Staff, Icicle Swarm (AD6),

    Displayed: Arcane Cannonade (AD6),
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Distant: Arcane Connonade +1d6 on ALL combat.
    Local: vs Magic card, recharge a card to add 1d4. Available

    Movement: On Close:
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Samisen of Oracular Vision, Create Mindscape (AD3), Death's Touch (Original) (AD5), Bound Elemental, Coordinated Blast (AD3), Advocate's Armor, Summon Hellhounds (AD4), Sand Elemental, Bound Lantern Archon, Lt Staff of Hungry Shadows, Lt Robe of Runes
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) (☐ or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-Divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    [X] On your non-Intelligence check, you may discard a spell to add your Intelligence.
    [X] 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

    "

    Liberty's Edge

    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    Meliski - 2-6C: The Opus Sundered

    Loot
    2-5D: Replace wand of flying with Emerald Codex

    Starting Location Ravenous Crypts of Gluttony (planning on moving to Iron Cages of Lust)

    Starting Hand - Choosing Item as favored card

    "

    Meliski wrote:

    Hand: Wayfarer, Dominate, al2Cleric of Nethys, s3Life Leech, s4Fire Snake, Samisen of Oracular Vision, Fortune-Teller, Vampire Bat, BoThoth, Marked Cards,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 7
    Reroll used last: 2-5E HP last used: 2-6A
    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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): s6Scrying, s2Cloudburst, Eagle Aerie, 1 BoAbadar, BoSivanah, BoMilani, Bolstering Armor, Binder's Tome, 2 BoAbadar, Blessing of the All-Seeing Eye, Old Salt
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    "


    Deck Handler

    Starting Location: Ravenous Crypts of Gluttony

    Agna wrote:

    Hand: Verminbane Warhammer, Belt of Physical Might, Wayfinder (core), Monkey, Fury's Trident, Ruan Mirukova, Droogami (core), Shoanti Barbarian Hide, Blessing of the Gods,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 5
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll: Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Sawtooth Saber, Pig, Fanged Falchion, Lizard, Hippogriff, Lyrune-quah Moon Maiden, Wyrmsmite, Dread Helm, Blessing of Gorum, Blessing of Nethys
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    Role: Beastmaster
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1)([]+2) and that card's traits to your combat check.
    ☐ Add 2 (☐ 4) to your check to acquire a boon that has the Animal trait.
    [X] You may reveal an ally that has the Animal trait to add 1d4 ([x]+1) ([x]+2) to your check.
    At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
    ☐ When you play a blessing that adds to your Wisdom check, you may add a d12 instead of the normal die.


    Zadim's Deck Handler

    Starting at Ravenous Pits of Gluttony (moving to Abjurant Halls of Envy)

    "

    Zadim wrote:

    Hand: Belt of Physical Prowess, Shock Kukri, The Carnival, Keen Spiked Chain, Greater Bolstering Armor, Elixir of Energy Resistance, The Lost Harrows, Snake (Core),

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Kukri)

    The Carnival: Discard to bless, can flip a non-d4 die after the roll

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pharasma's Knowing, Blackjack's Rapier, Wyvern Poison, Blackfingers, Spider (Core), Dancing Dagger, Djinn, The Joke, Shocking Sawtooth Saber, The Locksmith, Sable Company Leathers, Silver War Paint (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: +2
    Stealth: +2
    Constitution d8 ☐ +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon, Poison
    POWERS:
    You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
    You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
    You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 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 Greater Bolstering Armor, Elixir of Energy Resistance, and The Lost Harrows (DEX)


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

    During This Adventure: Player Hands

    During This Scenario: 2-6C: THE OPUS SUNDERED

  • After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
  • When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.

    Additional Rules: VILLAIN: NOSFERATU
    HENCHMEN: BAYKOKS

    Others :

    Scenario Level (#): 6

    Turn: 1, Zadim/AAUGHWHY

    Random Cards:

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

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

    Spoiler:
    Warden of Thunder
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Thunder is immune to the Electricity trait.
    Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
    Damage dealt by the Warden of Thunder is dealt to each character at this location.

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

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

    Barriers
    Spoiler:
    Stampeding Aurochs
    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.

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

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

    Spoiler:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

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

    Weapons
    Spoiler:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

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

    Spoiler:
    Spiked Chain
    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.

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

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

    Spoiler:
    Corrosive Storm
    RotR
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    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 Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Bewilder
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 14
    Discard this card to evade a monster, placing it on the bottom of the deck. If you are exploring, you may immediately explore again.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding

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

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

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

    Spoiler:
    Goblin Plate +1
    RotR
    Armor P
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
    If you are proficient with heavy armors, bury this card instead of banishing it.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    "Links of steel and shiny metal,
    decorate with pointy nettle,
    Not too pretty, might be shaddy,
    Helps keep blood in the goblin body!" - goblin smithing song.


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

    Items
    Spoiler:
    Ring of Energy Resistance
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

    Spoiler:
    Potion of Energy Resistance
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Spoiler:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

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

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

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

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

    Spoiler:
    Zuvuzeg
    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.

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

    Spoiler:
    Mountaineer
    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.

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

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

    Spoiler:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of 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.

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

    Current Hour:

    Blessing of Shelyn:
    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.

    Hours Remaining: 29

    Hourglass

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

    Location #1: 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: Reiko/eddiephlash,

    Shalelu Andosana:

    Ally
    Traits: Elf Scout
    To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.

    Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.


    Catacombs of Wrath Card 1:
    Greatclub +3
    RotR
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Club
    Magic
    Melee
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Catacombs of Wrath Card 2:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.
    Catacombs of Wrath Card 3:
    Stone Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 16
    Damage Dealt by the Stone Giant is dealt to each character at this location.
    Catacombs of Wrath Card 4:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
    Catacombs of Wrath Card 5:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Catacombs of Wrath Card 6:
    Grindylow
    RotR
    Monster P
    Traits:
    Aberration
    Aquatic
    Goblin
    Veteran
    To Defeat:
    Combat 12
    The Grindylow may not be evaded.
    The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
    "Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
    Catacombs of Wrath Card 7:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs of Wrath Card 8:
    Headband of Inspired Wisdom
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 7
    Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
    Catacombs of Wrath Card 9:
    Warden of Wind
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 22
    Damage dealt by the Warden of Wind is dealt to each character at this location.
    Catacombs of Wrath Card 10:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Location #2: 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: Estra/Bigguyinblack, Agna/Grimsnik, Meliski/Zalarian, Zadim/AAUGHWHY, Ezren/Matsu_Kurisu,
    Morgiv:

    Ally
    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.

    Ravenous Crypts of Gluttony Card 1:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    Ravenous Crypts of Gluttony Card 2:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Ravenous Crypts of Gluttony Card 3:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Ravenous Crypts of Gluttony Card 4:
    Breastplate of Fire Resistance
    RotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Ravenous Crypts of Gluttony Card 5:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Ravenous Crypts of Gluttony Card 6:
    Dominate
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Ravenous Crypts of Gluttony Card 7:
    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.
    Ravenous Crypts of Gluttony Card 8:
    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.
    Ravenous Crypts of Gluttony Card 9:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ravenous Crypts of Gluttony Card 10:
    Horror Tree
    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.

    Location #3: Runewell
    At This Location: At the start of your turn, bury a card of your choice.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 3 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:
    Conna the Wise:

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

    Runewell Card 1:
    Sihedron Ring
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:
    Constitution
    Fortitude 7
    OR Arcane 9
    Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
    Runewell Card 2:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Runewell Card 3:
    Returning Frost Spear +2
    RotR
    Weapon 6
    Traits:
    Magic
    Piercing
    Ranged
    Spear
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
    If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
    Runewell Card 4:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
    Runewell Card 5:
    Giantbane Dagger +1
    RotR
    Weapon 4
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
    Runewell Card 6:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Runewell Card 7:
    Teleport
    RotR
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Runewell Card 8:
    Restoration
    RotR
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.
    Runewell Card 9:
    Greater Bolstering Armor
    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.
    Runewell Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #4: Shimmering Veils of Pride
    At This Location: When you succeed at a check, recharge a card.
    When Closing: Succeed at a Wisdom or Perception 12 check.
    When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Shimmering Veils of Pride Card 1:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
    Shimmering Veils of Pride Card 2:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Shimmering Veils of Pride Card 3:
    Force Sling +3
    RotR
    Weapon 6
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.
    Shimmering Veils of Pride Card 4:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
    Shimmering Veils of Pride Card 5:
    Disintegrate
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding it.
    Shimmering Veils of Pride Card 6:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shimmering Veils of Pride Card 7:
    Potion of Energy Resistance
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
    Shimmering Veils of Pride Card 8:
    Entropy Shield
    RotR
    Armor 6
    Traits:
    Arcane
    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.
    Bury this card to defeat a barrier with the Lock trait.
    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.
    Shimmering Veils of Pride Card 9:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
    Shimmering Veils of Pride Card 10:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

    Location #5: Festering Maze of Sloth
    At This Location: You may play no more than 1 card per check, regardless of type.
    When Closing: Succeed at a Constitution or Fortitude 12 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Festering Maze of Sloth Card 1:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Festering Maze of Sloth Card 2:
    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.
    Festering Maze of Sloth Card 3:
    Eagle
    RotR
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 9
    Place this card on top of your deck to examine the top card of a location deck.
    Festering Maze of Sloth Card 4:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Festering Maze of Sloth Card 5:
    Detect Evil
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.
    Festering Maze of Sloth Card 6:
    Sihedron Ring
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:
    Constitution
    Fortitude 7
    OR Arcane 9
    Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
    Festering Maze of Sloth Card 7:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Festering Maze of Sloth Card 8:
    Disjunction Pulse
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 15
    If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.
    Festering Maze of Sloth Card 9:
    Shining Child
    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.
    Festering Maze of Sloth Card 10:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

    Location #6: Iron Cages of Lust
    At This Location: Add 2 to your checks to acquire allies.
    If you fail to acquire an ally, bury an ally from your hand, if you have one.
    When Closing: Succeed at a Charisma or Diplomacy 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: None
    Iron Cages of Lust Card 1:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Iron Cages of Lust Card 2:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    Iron Cages of Lust Card 3:
    Mountaineer
    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.
    Iron Cages of Lust Card 4:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Iron Cages of Lust Card 5:
    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.
    Iron Cages of Lust Card 6:
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Iron Cages of Lust Card 7:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
    Iron Cages of Lust Card 8:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Iron Cages of Lust Card 9:
    Bracers of Greater Protection
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 3.
    Iron Cages of Lust Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #7: Halls of Wrath
    At This Location: The difficulty of any combat check is increased by 2.~If you fail a combat check, the damage dealt to you is increased by 2.
    When Closing: Succeed at an Intelligence or Knowledge 12 check.
    When Permanently Closed: No effect.
    M: 6 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Halls of Wrath Card 1:
    Nosferatu
    None
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 25
    THEN Combat 27
    OR Wisdom
    Divine 19
    The Nosferatu is immune to the Mental and Poison traits.
    If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
    Halls of Wrath Card 2:
    Shock Greatsword +2
    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.
    Halls of Wrath Card 3:
    Shining Child
    RotR
    Monster 4
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Shining Child is immune to the Fire and Poison traits.
    All damage dealt by the Shining Child is Fire damage.
    Halls of Wrath Card 4:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Halls of Wrath Card 5:
    Treachery Demon
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 21
    The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.
    Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.
    Halls of Wrath Card 6:
    Shock Greatsword +2
    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.
    Halls of Wrath Card 7:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Halls of Wrath Card 8:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Halls of Wrath Card 9:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.
    Halls of Wrath Card 10:
    Warden of Wind
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 22
    Damage dealt by the Warden of Wind is dealt to each character at this location.

    Location #8: Abjurant Halls of Envy
    At This Location: You may not play spells.
    When Closing: Bury your hand.
    When Permanently Closed: On closing, each character at this location takes 1 Force damage.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Abjurant Halls of Envy Card 1:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
    Abjurant Halls of Envy Card 2:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Abjurant Halls of Envy Card 3:
    Large Chest
    RotR
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Abjurant Halls of Envy Card 4:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Abjurant Halls of Envy Card 5:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    Abjurant Halls of Envy Card 6:
    Headband of Inspired Wisdom
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 7
    Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
    Abjurant Halls of Envy Card 7:
    Hungerer
    RotR
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 22
    The Hungerer is immune to the Acid and Poison traits.
    If defeated, attempt a Dexterity or Acrobatics 14 check. If you succeed, the Hungerer deals 1 Acid damage to you; if you fail, the Hungerer deals 1d4 Acid damage to you.
    Abjurant Halls of Envy Card 8:
    Acidic Sling +3
    RotR
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.
    Abjurant Halls of Envy Card 9:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
    Abjurant Halls of Envy Card 10:
    Restoration
    RotR
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.


  • Human Saboteur Ninja, Tier 6, Deck Handler

    Start at Ravenous Crypts of Gluttony for extra hand size.

    Reiko wrote:

    Hand: Embalming Fluid, Wayfinder, Master Cartman, Venomous Dagger +2, Blessing of the Savored Sting, Meteor Hammer +3, Blessing of Urgathoa, Defending Sansetsukon +1, Adamantine Sai +2,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Ravenous Crypts of Gluttony
    Hero Points: 4
    Shirt reroll: used
    NOTES:
    Movement: Will try to keep to myself.
    Other: Local Weapon/Armor/Item acquisitions can be turned into heals.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Serene Contortions, Razorglass Knife, Wayfarer, Forensic Physician, Elemental Brass Mail, Boots of Alacrity, Blessing of Norgorber, Swipe, Blessing of the Pallid Princess, Cloak of Daggers, Materialize
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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. ([x] 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.


    Zadim's Deck Handler

    Hour is Blessing of Shelyn

    Reveal Belt through my turn for +1 to physical checks

    Zadim is familiar enough with these sorts of rituals to know he should leave interrupting them to the experts. He focuses on hunting the Azlanist's lackey, starting at the Abjurant Halls of Envy

    Move to Abjurant Halls

    An Card 1: Occluding Field wards against entry to the halls. Discard The Carnival to bless

    CON 15: 2d8 ⇒ (4, 2) = 6 Flipping the 2 still only gives me 11. I should have recharged a card to add my INT, but I missed the Obstacle Trait until just now...
    Force Damage: 1d4 + 1 ⇒ (2) + 1 = 3 Discard Shock Kukri, Belt, and Snake as damage

    Zadim doesn't notice it and it frizzles him and shunts him back out as he tries to cross the threshold.

    "

    Zadim wrote:

    Hand: Blackfingers, The Locksmith, Dancing Dagger, Keen Spiked Chain, Wyvern Poison, Shocking Sawtooth Saber,

    Displayed: Elixir of Energy Resistance, Greater Bolstering Armor, The Lost Harrows,
    Deck: 7 Discard: 4 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Spiked Chain, Dagger (freely reveal it first))

    Blackfingers: Discard to bless, freely recharge if check invokes Poison or Alchemical
    The Locksmith: Discard to bless, bless 2x on Acrobatics or Disable

    Other: DEX: 1d12+3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackjack's Rapier, The Joke, Spider (Core), Pharasma's Knowing, Silver War Paint (Core), Djinn, Sable Company Leathers
    Recharged:
    Discard Pile: The Carnival, Shock Kukri, Belt of Physical Prowess, Snake (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: +2
    Stealth: +2
    Constitution d8 ☐ +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon, Poison
    POWERS:
    You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
    You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
    You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 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 Wyvern Poison

    Dark Archive

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

    Turn Order Agna/Grimsnik, Meliski/Zalarian, Reiko/eddiephlash, Zadim/AAUGHWHY, Ezren/MatsuKurisu, Estra/Bigguyinblack,

    Out of Turn Updates

    Blessing = #1 Ezren/Matsu Kurisu: Blessing of the Gods

    Start of Turn

    At: #2: Ravenous Crypts of Gluttony
    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. Death's Touch (Original) (AD5) - Yes

    Give: No
    Move: #1: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.

    Free explore = 1: Greatclub +3, Weapon 4: Strength 13

    Spoiler:
    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.

    1d6 says nope. Banished

    Discard Ukobach, draw(Advocate's Armor), explore +1 Fire on CtD = 2: Skulking Vampire,
    Monster 6: Combat 22

    Spoiler:
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.

    Display Cloudburst (AD4) (Ignore BYA) +1d12+6+3d6, Arcane Cannonade (AD6) +1d6, Ukobach +1
    Combat 22: 1d12 + 6 + 3d6 + 1d6 + 1 ⇒ (3) + 6 + (1, 3, 1) + (1) + 1 = 16 Failing. Use Hero Point. 6 Remaining
    Combat 22: 1d12 + 6 + 3d6 + 1d6 + 1 ⇒ (6) + 6 + (2, 4, 5) + (6) + 1 = 30 Banished
    Display Steal Soul

    Cloudburst.Move to #3: Runewell

    Recovery Channel the Gift (AD4), fetch Create Mindscape (AD3)

    Display Create Mindscape (AD3) @ #3: Runewell

    Recharge Advocate's Armor, draw Ukobach from discard

    Discard Ukobach, draw(Bound Lantern Archon), explore +1 Fire on CtD = 1: Sihedron Ring, Item 6: Arcane 9

    Spoiler:
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:
    Constitution
    Fortitude 7
    OR Arcane 9
    Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

    Arcane 1d12+6, Steal Soul +1d4, Create Mindscape +1d4
    Arcane 9: 1d12 + 6 + 1d4 + 1d4 ⇒ (7) + 6 + (2) + (2) = 17 Acquired

    Recovery Bound Lantern Archon, examine 3, rearrange, draw 1
    Summon Hellhounds (AD4) DRAW
    Lt Robe of Runes
    Lt Staff of Hungry Shadows

    Discard Ice Chemist, explore +1d8 Cold on Combat or Disable = 2: Baykok, Henchman 6: Combat 24

    Spoiler:
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Reveal Hungering Staff, 1d12+6+1d6+2, Arcane Cannonade (AD6) +1d6, Steal Soul +1d4, Create Mindscape +1d4, Ice Chemist +1d8
    Combat 24: 1d12 + 6 + 1d6 + 2 + 1d6 + 1d4 + 1d4 + 1d8 ⇒ (5) + 6 + (1) + 2 + (6) + (4) + (2) + (4) = 30

    attempt to close, No. Will mine the boons

    Ezren.recharge(Icicle Swarm (AD6)) examine(3: Returning Frost Spear +2, Weapon 6), recharge(ac Sihedron Ring) explore = 3: Returning Frost Spear +2, Weapon 6: Dexterity 12

    Spoiler:
    Traits:
    Magic
    Piercing
    Ranged
    Spear
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
    If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

    Dexterity 1d6, Steal Soul +1d4, Ezren.Spell discard(Summon Hellhounds (AD4)) +1d12+4
    Dexterity 12: 1d6 + 1d4 + 1d12 + 4 ⇒ (1) + (4) + (1) + 4 = 10 Use paizo reroll
    Dexterity 12: 1d12 + 9 ⇒ (11) + 9 = 20 Acquired

    Ezren.recharge(Death's Touch (Original) (AD5)) examine(4: Belt of Physical Might, Item 6), recharge(ac Returning Frost Spear +2) explore = 4: Belt of Physical Might, Item 6: Dexterity 9

    Spoiler:
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

    Dexterity 1d6, Steal Soul +1d4, Ezren.Spell discard(Canopic Conversion (AD6)) +1d12+4
    Dexterity 12: 1d6 + 1d4 + 1d12 + 4 ⇒ (4) + (3) + (8) + 4 = 19 Acquired

    Ezren (Core) ends their turn.
    Create Mindscape (AD3) +1d4, Steal Soul +1d4
    Arcane Cannonade (AD6): Arcane 15: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (2) + 4 + 2 + (3) + (3) = 14 -> Arcane Cannonade (AD6) is discarded.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Create Mindscape (AD3) +1d4, Steal Soul +1d4
    Channel the Gift (AD4): Arcane 14: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (4) + 4 + 2 + (4) + (4) = 18 -> Channel the Gift (AD4) recharged .
    Cloudburst (AD4): Arcane 13: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (2) + 4 + 2 + (3) + (3) = 14 -> Cloudburst (AD4) recharged .
    Bound Lantern Archon: Arcane 10: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (7) + 4 + 2 + (2) + (3) = 18 -> Bound Lantern Archon recharged .

    Ezren (Core) resets their hand.
    Discard
    Draw up Lt Robe of Runes, Lt Staff of Hungry Shadows, Samisen of Oracular Vision, Lt Staff of Hungry Shadows, Coordinated Blast (AD3), Bound Elemental

    Start of Estra's turn.
    Recharge Lt Robe of Runes to draw Arcane Cannonade (AD6) from discard
    Display Arcane Cannonade (AD6)

    Summary
    Location = #1: Catacombs of Wrath
    Acquired =
    Banished = 1: Greatclub +3, 2: Skulking Vampire,

    Location = #3: Runewell
    Acquired = 1: Sihedron Ring, 3: Returning Frost Spear +2
    Banished = 2: Baykok,

    Examined =

    Displayed = Create Mindscape (AD3) @ #3: Runewell

    Added =

    Location =
    Examined =

    From Box =

    Give =
    Used = Use Hero Point. 6 Remaining. Use Paizo Reroll

    Other = Arcane Cannonade (AD6) +1d6 on ALL combats

    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, ac Belt of Physical Might, lt Sihedron Medallian, Samisen of Oracular Vision, Lt Staff of Hungry Shadows, Coordinated Blast (AD3), Bound Elemental,

    Displayed: Arcane Cannonade (AD6), Create Mindscape (AD3), Steal Soul (AD5),
    Deck: 10 Discard: 4 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Distant: Arcane Connonade +1d6 on ALL combat.
    Local: vs Magic card, recharge a card to add 1d4. Available

    Movement: On Close:
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sand Elemental
    Recharged: Advocate's Armor, Icicle Swarm (AD6), ac Sihedron Ring, Death's Touch (Original) (AD5), ac Returning Frost Spear +2, Channel the Gift (AD4), Cloudburst (AD4), Bound Lantern Archon, Lt Robe of Runes,
    Discard Pile: Ukobach, Ice Chemist, Summon Hellhounds (AD4), Canopic Conversion (AD6),
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) (☐ or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-Divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    [X] On your non-Intelligence check, you may discard a spell to add your Intelligence.
    [X] 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: USED
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler Desired Upgrades

    Blessing of Abadar in effect.

    Pass The Dance to Meliski.

    Move to Runewell.

    Examine Runewell Card 5: Giantbane Dagger +1. Discard Ring of Immolation to encounter it.

    Runewell Card 5: Giantbane Dagger +1:

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

    dexterity 8 aided by power feat: 1d4 + 1d6 ⇒ (1) + (4) = 5

    Take my free explore.

    Runewell Card 6: Raise Dead:

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

    divine 12 aided by Create Mindscape: 1d10 + 1d4 + 6 ⇒ (1) + (4) + 6 = 11

    Discard Pharasma's Knowing to draw 2 cards: Lyrune-quah Truthspeaker, and Lady of Valor (Core). Recharge 2 cards: Divine Insight and Divine Blaze (Core). Explore.

    Runewell Card 7: Teleport:

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

    intelligence 12 aided by Create Mindscape: 1d8 + 1d4 ⇒ (1) + (3) = 4

    Discard Our Lord in Iron to explore.

    Runewell Card 8: Restoration:

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

    divine 12 aided by Create Mindscape, recharging Lyrune-quah Truthspeaker: 1d10 + 1d6 + 6 ⇒ (8) + (3) + 6 = 17

    Heal 2 from Lyrune-quah Truthspeaker. Cast Restoration on myself drawing 2 cards: Mist Horn (Core) and Our Lord in Iron. Discard Our Lord in Iron to explore.

    Runewell Card 9: Greater Bolstering Armor:

    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.

    constitution 12 reloading Honaire: 1d6 + 1d6 + 6 ⇒ (4) + (4) + 6 = 14

    Discard Lady of Valor (Core) to explore. Draw Conna the Wise and display her next to Estra.

    Runewell Card 10: Blessing of the Gods:

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

    Auto acquire. Close location automatically. Ezren sends Create Mindscape to recovery. Use Conna the Wise to examine Festering Maze of Sloth card 1. Mercenary, 2. Blessing of Gozreh, 3. Eagle. Display Hellknight Plate. Display Mist Horn (Core) at Abjurant Halls of Envy.

    Breath of Life (Core) on Zadim: 1d4 + 1 ⇒ (3) + 1 = 4

    End turn recharging Greater Bolstering Armor.

    Estra ends her turn.

    Estra attempts to recover all cards in her Recovery pile.
    Restoration: Divine 14: 1d10 + 6 ⇒ (9) + 6 = 15 -> Restoration recharged.
    Breath of Life (Core): Divine 15: 1d10 + 6 ⇒ (1) + 6 = 7 -> Breath of Life (Core) discarded.

    Estra resets her hand.

    Estra wrote:

    Hand: Honaire, Lyrune-quah Truthspeaker, Blessing of the Gods, Wand of Restorative Touch, Steal Soul (Core), Giant Form, Deathgrip (Core),

    Displayed: Conna the Wise, Hellknight Plate, Mist Horn (Core),
    Deck: 10 Discard: 4 Buried: 0
    "Current Location: Runewell
    Hero Points: 7"
    "NOTES:
    Available Support: Folio reroll: Unused

    Blessing of the Gods: Discard this card to add 1 die to any check. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Djinn, Dragonbane Greatsword, Embiggen, The Paladin, Ring of Immolation, Divine Insight, Boneshatter (Core), Divine Blaze (Core)
    Recharged: Greater Bolstering Armor, Restoration,
    Discard Pile: Pharasma's Knowing, Our Lord in Iron, Lady of Valor (Core), Breath of Life (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Knowledge Intelligence +2
    Divine Wisdom +2
    Perception Wisdom +2

    Favored Card: Honaire
    Hand Size: 5 ☑ 6 ☑ 7
    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.

    Runewell cards 8 - 10 acquired. Runewell closed.

    Conna the Wise was drawn and displayed.

    Festering Maze of Sloth cards 1 - 3 were examined.

    Mist Horn (Core) was displayed at Abjurant Halls of Envy.

    Meliski was handed The Dance.

    Zadim was healed for 4.

    Ezren recovers Create Mindscape.


    Deck Handler

    Hourglass:Blessing of Pharasma

    SOT- Display Shoanti Barbarian Hide
    Move: Location #5: Festering Maze of Sloth

    Explore: Festering Maze of Sloth Card 1:
    Mercenary Combat 10+6: 1d10 + 6 + 2d8 ⇒ (8) + 6 + (4, 6) = 24 Reveal Fury's Trident. Discard Blessing of the Gods to explore.

    Festering Maze of Sloth 2: Blessing of Gozreh Survival 7: 1d8 + 5 + 1d4 + 2 ⇒ (2) + 5 + (2) + 2 = 11 Reveal Monkey. Discard Ruan to heal a card then explore.

    Festering Maze of Sloth Card 3: Eagle Survival 9: 1d8 + 5 + 1d4 + 2 ⇒ (8) + 5 + (4) + 2 = 19 Reveal Monkey. Reload Eagle to examine top card of location: Poison Blast. Recharge Droogami to move to Ravenous Crypts of Gluttony then explore.

    Ravenous Crypts of Gluttony Card 1: Potion of Healing Int 5: 1d4 + 1d4 + 2 ⇒ (1) + (1) + 2 = 4 Reveal Monkey

    ETO- Examine top card: Ravenous Crypts of Gluttony Card 2:
    Shadow

    Agna wrote:

    Hand: Verminbane Warhammer, Fury's Trident, Belt of Physical Might, Wayfinder (core), Monkey, Blessing of Gozreh, Eagle, Blessing of Nethys, Blessing of Cayden Cailean,

    Displayed: Shoanti Barbarian Hide,
    Deck: 11 Discard: 1 Buried: 0
    Hero Points: 5
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll: Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dread Helm, Pig, Lizard, Blessing of Gorum, Hippogriff, Sawtooth Saber, Lyrune-quah Moon Maiden, Wyrmsmite, Fanged Falchion
    Recharged: Blessing of the Gods, Droogami (core),
    Discard Pile: Ruan Mirukova,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    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.

    Festering Maze of Sloth
    1 banished
    2&3 acquire
    Ravenous Crypts of Gluttony
    1 banished
    2 examined- Shadow

    Dark Archive

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

    Out of Turn Updates
    Correcting forgotten Baylock AYA combat damage
    Recovery lt Sihedron Medallian -4 to 0

    Recovery lt Sihedron Medallian: Arcane 9: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (11) + 4 + 2 + (2) + (4) = 23 -> lt Sihedron Medallian recharged .

    Correct hand, draw(Advocate's Armor)

    Recovery Create Mindscape (AD3): Arcane 11: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (7) + 4 + 2 + (1) + (4) = 18 -> Create Mindscape (AD3) recharged .

    Heal: 1d4 + 1 ⇒ (3) + 1 = 4 from Estra Wand of Restorative Touch
    Card healed #1: 1d4 ⇒ 3 Canopic Conversion (AD6)
    Card healed #2: 1d3 ⇒ 3 Summon Hellhounds (AD4)

    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, ac Belt of Physical Might, Advocate's Armor, Samisen of Oracular Vision, Lt Staff of Hungry Shadows, Coordinated Blast (AD3), Bound Elemental,

    Displayed: Arcane Cannonade (AD6), Steal Soul (AD5),
    Deck: 12 Discard: 2 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Distant: Arcane Connonade +1d6 on ALL combat.
    Local: vs Magic card, recharge a card to add 1d4. Available

    Movement: On Close:
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Icicle Swarm (AD6), Cloudburst (AD4), Canopic Conversion (AD6), Lt Robe of Runes, ac Returning Frost Spear +2, Channel the Gift (AD4), Summon Hellhounds (AD4), Bound Lantern Archon, Create Mindscape (AD3), Sand Elemental, ac Sihedron Ring, Death's Touch (Original) (AD5)
    Recharged:
    Discard Pile: Ukobach, Ice Chemist,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell ([X] or an ally), you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) (☐ or reload) a card to explore.
    On local check against a Magic card (☐ or against a non-Divine boon), you may recharge a card to add 1d4 (☐ 1d6).
    [X] On your non-Intelligence check, you may discard a spell to add your Intelligence.
    [X] 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: USED
    Paizo Mat Discard: AVAILABLE

    "

    Liberty's Edge

    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    Out of Turn Updates: received The Dance from Estra, Near end of Agna's turn, will discard marked cards and reorder
    Ravenous Crypts of Gluttony Card 8: Baykok putting on bottom
    Ravenous Crypts of Gluttony Card 7: Blessing of Torag above last card
    Ravenous Crypts of Gluttony Card 9: Horror Tree above that

    Will then recharge Samisen to examine some more cards:
    Shimmering Veils of Pride Card 1: Avalanche
    Shimmering Veils of Pride Card 2: Blessing of the Gods
    Shimmering Veils of Pride Card 3: Force Sling +3

    Turn Order: Meliski, Reiko, Zadim, Ezren, Estra, Agna
    if random character, using Self as #1

    Turn: 5 - Blessing of Irori
    SOT:
    Will examine top card of local character; then you may exchange it for a card in my hand.
    Random card from Reiko's Deck: Blessing of the Pallid Princess, Boots of Alacrity, Swipe, Cloak of Daggers, Materialize, Razorglass Knife, Ring of Serene Contortions, Forensic Physician, Wayfarer, Elemental Brass Mail, Blessing of Norgorber: 1d11 ⇒ 3 Swipe; will draw Swipe and put Estra's the Dance on top of Reiko's deck

    Give Card: None
    Meliski has all cards in his discard pile healed: (Marked Cards). Deck shuffled.

    Short Rest?:
    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.

    Move: Stay at Ravenous Crypts of Gluttony

    Location Powers: While you are here, your hand size is increased by 2.

    Will skip free explore and use wayfarer to explore bottom card - Baykok

    Baykok:

    None Henchman 6
    Type: Monster
    Traits: Undead
    To Defeat: Combat 24
    The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

    Will use Swipe to decrease difficulty by 3 and arcane cannonade adds d6

    Life Leech Spell Combat Check DC 24-3=21: 2d4 + 1d10 + 4 + 2d6 + 1d6 ⇒ (1, 2) + (8) + 4 + (2, 3) + (2) = 22 Success
    Monster defeated; take ranged combat damage
    Ranged Combat Damage: 1d4 ⇒ 3 Will discard Vampire Bat BoThoth, and Cleric of Nethys
    Cards Healed: 1d4 + 1 ⇒ (1) + 1 = 2
    Meliski is healed for 2: (al2Cleric of Nethys, BoThoth). Deck shuffled.
    Will display Morgiv next to Meliski

    Will now attempt to close using Fire Snake and wayfarer bonus
    Arcane Check DC 12: 1d10 + 4 + 2d6 ⇒ (8) + 4 + (4, 6) = 22 Success
    Ravenous Crypts of Gluttony is closed

    Will now use Morgiv's ability to examine/reorder bottom 3 cards bottom up:
    Shimmering Veils of Pride Card 9: Svevenka on Bottom
    Shimmering Veils of Pride Card 10: Ogre (only if someone is interested in Ally 6..otherwise will put ogre on bottom)
    Shimmering Veils of Pride Card 8: Entropy Shield

    Reminder of Scenario changes:
  • After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
  • When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.
  • Meliski ends his turn.

    Meliski attempts to recover all cards in his Recovery pile.
    Reiko's Swipe: Arcane (with Tome) 10: 1d10 + 4 ⇒ (5) + 4 = 9 -> Reiko's Swipe discarded.
    s3Life Leech: Arcane (with Tome) 15: 1d10 + 4 ⇒ (7) + 4 = 11 -> s3Life Leech discarded.
    s4Fire Snake: Arcane (with Tome) 8: 1d10 + 4 ⇒ (6) + 4 = 10 -> s4Fire Snake recharged .

    Meliski resets his hand. Will display Eagle Aerie on Reiko's turn

    "

    Meliski wrote:

    Hand: Dominate, Fortune-Teller, s2Cloudburst, 1 BoAbadar, BoSivanah, Eagle Aerie, Binder's Tome, Old Salt, al2Cleric of Nethys, Bolstering Armor,

    Displayed: Morgiv,
    Deck: 9 Discard: 4 Buried: 0
    Hero Points: 7
    Reroll used last: 2-5E HP last used: 2-6A
    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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): s6Scrying, Blessing of the All-Seeing Eye, Emerald Codex, Marked Cards, 2 BoAbadar, Samisen of Oracular Vision, BoThoth, BoMilani
    Recharged: s4Fire Snake,
    Discard Pile: Wayfarer, Vampire Bat, Reiko's Swipe, s3Life Leech,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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: Ravenous Crypts of Gluttony
    Acquired: None
    Banished: lots
    Examined: a few
    Random Card(s) Used: None
    Displayed: Morgiv displayed next to Meliski
    Other Player(s) Resources Used: Reiko's Defending Sansetsukon +1 was recharged
    Actions needed by other Player(s): Meliski has Reiko's Swipe and the top card of her deck is Estra's The Dance


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

    During This Adventure: Player Hands

    During This Scenario: 2-6C: THE OPUS SUNDERED

  • After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
  • When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.

    Additional Rules: VILLAIN: NOSFERATU
    HENCHMEN: BAYKOKS

    Others :

    Scenario Level (#): 6

    Turn: 5, Meliski/Zalarian

    Random Cards:

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

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

    Spoiler:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.

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

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

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

    Spoiler:
    Corroded Lock
    RotR
    Barrier 6
    Traits:
    Lock
    To Defeat:
    Dexterity
    Disable 15
    OR Combat 30
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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

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

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

    Weapons
    Spoiler:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.

    Spoiler:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

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

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

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

    Spoiler:
    Corrosive Storm
    RotR
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    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 Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spoiler:
    Sign of Wrath
    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.

    Spoiler:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Goblin Plate +1
    RotR
    Armor P
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
    If you are proficient with heavy armors, bury this card instead of banishing it.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    "Links of steel and shiny metal,
    decorate with pointy nettle,
    Not too pretty, might be shaddy,
    Helps keep blood in the goblin body!" - goblin smithing song.


    Spoiler:
    Demon Armor
    RotR
    Armor 6
    Traits:
    Fire
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    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 proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Adamantine Plate Armor
    RotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

    Spoiler:
    Ring of Energy Resistance
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

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

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

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

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

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

    Spoiler:
    Gyukak
    RotR
    Ally 6
    Traits:
    Giant
    Outsider
    Oni
    To Acquire:
    Charisma
    Diplomacy 14
    Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations.

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

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

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

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

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

    Spoiler:
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Current Hour:

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

    Hours Remaining: 25

    Hourglass

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

    Location #1: 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: 5 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Shalelu Andosana:

    Ally
    Traits: Elf Scout
    To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.

    Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.


    Catacombs of Wrath Card 1:
    Stone Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 16
    Damage Dealt by the Stone Giant is dealt to each character at this location.
    Catacombs of Wrath Card 2:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
    Catacombs of Wrath Card 3:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Catacombs of Wrath Card 4:
    Grindylow
    RotR
    Monster P
    Traits:
    Aberration
    Aquatic
    Goblin
    Veteran
    To Defeat:
    Combat 12
    The Grindylow may not be evaded.
    The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
    "Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
    Catacombs of Wrath Card 5:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs of Wrath Card 6:
    Headband of Inspired Wisdom
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 7
    Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
    Catacombs of Wrath Card 7:
    Warden of Wind
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 22
    Damage dealt by the Warden of Wind is dealt to each character at this location.
    Catacombs of Wrath Card 8:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Location #2: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, Meliski/Zalarian, Reiko/eddiephlash,
    Meliski has Morgiv:

    Ally
    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.

    Location #3: Runewell
    Closed
    When Permanently Closed: At the start of your turn, bury a card of your choice.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, Ezren/Matsu_Kurisu,

    Estra has Conna the Wise:

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

    Location #4: Shimmering Veils of Pride
    At This Location: When you succeed at a check, recharge a card.
    When Closing: Succeed at a Wisdom or Perception 12 check.
    When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Shimmering Veils of Pride Card 1 (Avalanche):
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
    Shimmering Veils of Pride Card 2 (Blessing of the Gods):
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Shimmering Veils of Pride Card 3 (Force Sling +3):
    Force Sling +3
    RotR
    Weapon 6
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.
    Shimmering Veils of Pride Card 4:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
    Shimmering Veils of Pride Card 5:
    Disintegrate
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding it.
    Shimmering Veils of Pride Card 6:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shimmering Veils of Pride Card 7:
    Potion of Energy Resistance
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
    Shimmering Veils of Pride Card 8 (Entropy Shield):
    Entropy Shield
    RotR
    Armor 6
    Traits:
    Arcane
    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.
    Bury this card to defeat a barrier with the Lock trait.
    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.
    Shimmering Veils of Pride Card 9 (Ogre):
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
    Shimmering Veils of Pride Card 10 (Svevenka):
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.

    Location #5: 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: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Festering Maze of Sloth Card 1 (Poison Blast):
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Festering Maze of Sloth Card 2:
    Detect Evil
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.
    Festering Maze of Sloth Card 3:
    Sihedron Ring
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:
    Constitution
    Fortitude 7
    OR Arcane 9
    Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
    Festering Maze of Sloth Card 4:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Festering Maze of Sloth Card 5:
    Disjunction Pulse
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 15
    If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.
    Festering Maze of Sloth Card 6:
    Shining Child
    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.
    Festering Maze of Sloth Card 7:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

    Location #6: Iron Cages of Lust
    At This Location: Add 2 to your checks to acquire allies.
    If you fail to acquire an ally, bury an ally from your hand, if you have one.
    When Closing: Succeed at a Charisma or Diplomacy 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: None
    Iron Cages of Lust Card 1:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Iron Cages of Lust Card 2:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    Iron Cages of Lust Card 3:
    Mountaineer
    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.
    Iron Cages of Lust Card 4:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Iron Cages of Lust Card 5:
    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.
    Iron Cages of Lust Card 6:
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Iron Cages of Lust Card 7:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
    Iron Cages of Lust Card 8:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Iron Cages of Lust Card 9:
    Bracers of Greater Protection
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Survival
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 3.
    Iron Cages of Lust Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #7: Halls of Wrath
    At This Location: The difficulty of any combat check is increased by 2.~If you fail a combat check, the damage dealt to you is increased by 2.
    When Closing: Succeed at an Intelligence or Knowledge 12 check.
    When Permanently Closed: No effect.
    M: 6 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Halls of Wrath Card 1:
    Nosferatu
    None
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 25
    THEN Combat 27
    OR Wisdom
    Divine 19
    The Nosferatu is immune to the Mental and Poison traits.
    If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
    Halls of Wrath Card 2:
    Shock Greatsword +2
    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.
    Halls of Wrath Card 3:
    Shining Child
    RotR
    Monster 4
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Shining Child is immune to the Fire and Poison traits.
    All damage dealt by the Shining Child is Fire damage.
    Halls of Wrath Card 4:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Halls of Wrath Card 5:
    Treachery Demon
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 21
    The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.
    Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.
    Halls of Wrath Card 6:
    Shock Greatsword +2
    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.
    Halls of Wrath Card 7:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Halls of Wrath Card 8:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Halls of Wrath Card 9:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.
    Halls of Wrath Card 10:
    Warden of Wind
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 22
    Damage dealt by the Warden of Wind is dealt to each character at this location.

    Location #8: Abjurant Halls of Envy
    At This Location: You may not play spells.
    When Closing: Bury your hand.
    When Permanently Closed: On closing, each character at this location takes 1 Force damage.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY, Occluding Field
    Abjurant Halls of Envy Card 1:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    Abjurant Halls of Envy Card 2:
    Hungerer
    RotR
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 22
    The Hungerer is immune to the Acid and Poison traits.
    If defeated, attempt a Dexterity or Acrobatics 14 check. If you succeed, the Hungerer deals 1 Acid damage to you; if you fail, the Hungerer deals 1d4 Acid damage to you.
    Abjurant Halls of Envy Card 3:
    Headband of Inspired Wisdom
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 7
    Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
    Abjurant Halls of Envy Card 4:
    Restoration
    RotR
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.
    Abjurant Halls of Envy Card 5:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
    Abjurant Halls of Envy Card 6:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Abjurant Halls of Envy Card 7:
    Acidic Sling +3
    RotR
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.
    Abjurant Halls of Envy Card 8:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
    Abjurant Halls of Envy Card 9:
    Baykok
    None
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Abjurant Halls of Envy Card 10:
    Large Chest
    RotR
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.


  • Deck Handler Desired Upgrades

    Estra attempts to recover all cards in her Recovery pile.
    Wand of Restorative Touch: Divine 12: 1d10 + 6 ⇒ (7) + 6 = 13 -> Wand of Restorative Touch recharged.


    Human Saboteur Ninja, Tier 6, Deck Handler

    Meliski's turn, The Dance added to my deck, and Swipe removed.

    Start turn. Hour is Irori. Examine Agna's top card
    Agna's Deck: 1d9 ⇒ 8: Wyrmsmite No need to swap

    Move to Catacombs of Wrath. Explore card 1: Stone Giant. Display Shalelu. Reveal and recharge Venomous Dagger. Reveal Fluid for ninja power. Shalelu.
    Combat 16: 1d10 + 5 + 1d4 + 2 + 1d12 + 1d8 + 3 + 1d4 ⇒ (8) + 5 + (3) + 2 + (9) + (5) + 3 + (3) = 38 Defeated!

    Discard Wayfinder to examine top card: Occluding Field. Then shuffle location. Then explore.
    Shuffled location: 1d7 + 1 ⇒ (1) + 1 = 2 Yuck! Evade it. Examine new top card.
    Shuffled location: 1d7 + 1 ⇒ (3) + 1 = 4 Grindylow.

    Discard Urgathoa to explore and encounter the Grindy. Reveal Sai, ignoring difficulty increase. Reveal Fluid for ninja power.
    Combat 12: 1d10 + 6 + 1d4 + 2 + 1d8 + 3 ⇒ (10) + 6 + (3) + 2 + (3) + 3 = 27 Defeated!

    End turn. Reset hand, drawing 2.

    Reiko wrote:

    Hand: Embalming Fluid, Blessing of the Savored Sting, Meteor Hammer +3, Defending Sansetsukon +1, Adamantine Sai +2, The Dance, Cloak of Daggers,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Catacombs of Wrath
    Hero Points: 4
    Shirt reroll: Available
    NOTES:
    Available Support: Sansetsukon reduces local combat damage by 3. 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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Serene Contortions, Forensic Physician, Master Cartman, Wayfarer, Boots of Alacrity, Razorglass Knife, Materialize, Blessing of Norgorber, Elemental Brass Mail, Blessing of the Pallid Princess
    Recharged: Venomous Dagger +2,
    Discard Pile: Wayfinder, Blessing of Urgathoa,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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. ([x] 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.


    Zadim's Deck Handler

    On Estra's turn, get healed and Mist Horn gets displayed next to location. Thanks!

    Hour is Blessing of Norgorber

    Zadim spots a Card 1: Scout sneaking into the Abjurant Halls through a secret passageway. Looks like the perfect way in...

    BA Ranged Damge: 1d4 - 1 ⇒ (4) - 1 = 3 Recharge Greater Bolstering Armor to reduce damage by 2. Mist Horn reduces the last damage. Draw up to 3 cards: The Joke, Sable Company Leathers, and Snake

    For the combat, reveal Shocking Sawtooth Saber for Acrobatics+2d8. Freely reveal Dancing Dagger for +1d4. Arcane Cannonade adds 1d6

    Combat 14: 1d12 + 2d8 + 1d4 + 1d6 + 5 ⇒ (3) + (7, 5) + (2) + (2) + 5 = 24

    Zadim stabs the scout in the back but instead of falling they begin to slough off their humanoid disguise, their gaping maw expanding into a cavernous void: a Card 2: Hungerer! Display Sable Company Leathers. Discard Snake to explore. Reveal same stuff for the combat as above.

    Combat 22: 1d12 + 2d8 + 2d4 + 1d6 + 4 ⇒ (1) + (8, 8) + (2, 3) + (3) + 4 = 29

    For if defeated, discard The Locksmith to bless 2x
    Acrobatics 14: 3d12 + 5 ⇒ (10, 6, 11) + 5 = 32 Elixir of Energy Resistance reduces the damage to 0

    The Hungerer was wearing a Card 3: Headband of Inspired Wisdom but it was corroded when the hungerer's stomach burst. Discard the Joke to explore again. Auto-Fail check to acquire.

    Zadim looks closer at the headband and decides its definitely beyond Card 4: Restoration. Discard Blackfingers to explore again. Auto-Fail check to acquire

    "

    Zadim wrote:

    Hand: Shock Kukri, Djinn, Dancing Dagger, Spider (Core), Keen Spiked Chain, Shocking Sawtooth Saber,

    Displayed: Elixir of Energy Resistance, Sable Company Leathers, The Lost Harrows, Wyvern Poison,
    Deck: 6 Discard: 4 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Shock Kukri, Spiked Chain, Dagger (freely reveal it first))

    Other: DEX: 1d12+3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pharasma's Knowing, Belt of Physical Prowess, Silver War Paint (Core), Blackjack's Rapier, The Carnival
    Recharged: Greater Bolstering Armor,
    Discard Pile: The Locksmith, Snake (Core), Blackfingers, The Joke,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: +2
    Stealth: +2
    Constitution d8 ☐ +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d4 ☐ +1

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon, Poison
    POWERS:
    You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
    You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
    You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
    [ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
    [X] You may Ignore a monster's immunity to the Poison trait.
    [ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

    "


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