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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During This Adventure: Player Hands

During This Scenario: 2-6D: ESCAPE FROM THE GRAVEVAULT

  • Using the deck list from Ravenous Crypts of Gluttony, build a number of Ravenous Crypts of Gluttony locations equal to the number of characters plus 2. When you close a location, do not flip the Ravenous Crypts of Gluttony card over.
  • At the end of your turn, roll 1d10. If the result is less than or equal to the number of open locations, roll 1d6; banish that number of cards from your location deck and each character at your location is dealt that amount of Combat damage.
  • If you end your turn at an open location that has no cards in its location deck, it closes automatically.
  • To win the scenario, close all of the locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN: NONE

    Others :

    Scenario Level (#): 6

    Turn: 15, Reiko/eddiephlash

    Random Cards:

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

    Spoiler:
    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:
    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:
    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.

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

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

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

    Spoiler:
    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:
    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:
    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.

    Spells
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.


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

    Allies
    Spoiler:
    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:
    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:
    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:
    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:
    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.

    Blessings
    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.

    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 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: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Zadim/AAUGHWHY
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Ezren/Matsu_Kurisu
    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 3 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Estra/Bigguyinblack
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 4 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 10 Agna/Grimsnik
    Blessing of 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 11 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 11 Meliski/Zalarian
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 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 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 14 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 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 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.

    Location #1: 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: #1

    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: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Zadim/AAUGHWHY, #2

    Ravenous Crypts of Gluttony Card 1:
    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.
    Ravenous Crypts of Gluttony Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Ravenous Crypts of Gluttony Card 3 (Succubus):
    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.
    Ravenous Crypts of Gluttony Card 4 (Teleport):
    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.
    Ravenous Crypts of Gluttony Card 5 (Breastplate of Fire Resistance):
    Breastplate of Fire Resistance
    RotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Location #3: 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: Meliski/Zalarian, #3

    Location #4: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Agna/Grimsnik, #4

    Ravenous Crypts of Gluttony Card 1 (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.
    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:
    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.

    Location #5: 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: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Reiko/eddiephlash, #5
    Ravenous Crypts of Gluttony Card 1 (Disintegrate):
    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.
    Ravenous Crypts of Gluttony Card 2 (Large Chest):
    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.
    Ravenous Crypts of Gluttony Card 3 (Warden of Wind):
    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.
    Ravenous Crypts of Gluttony Card 4:
    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.
    Ravenous Crypts of Gluttony Card 5:
    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 6:
    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.

    Location #6: 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, #6

    Location #7: 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: #7

    Location #8: 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: #8


  • Human Saboteur Ninja, Tier 6, Deck Handler

    Start turn. Hour is BotG. Move to location 4. Explore Blessing of Gozreh. Discard BotSS.
    Max die of: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (4) + (3) + (7) + (4) = 18: 7
    Divine 5: 1d4 + 7 ⇒ (1) + 7 = 8: Acquired!

    Discard Gozreh to explore card 2: Shadow. Reveal and discard Meteor hammer.
    Combat 13: 1d10 + 6 + 1d10 + 3 + 1d6 ⇒ (1) + 6 + (4) + 3 + (2) = 16 Defeated!

    Discard Forensic Physician to heal 1: Blessing of Gozreh, then explore card 3: Staff of Heaven and Earth. Cast Swipe to acquire it. Swipe banishes from lack of proficiency. Use power to banish it and heal 1: Blessing of the Savored Sting.

    Empty location. End turn. It closes. Reset hand, drawing 2 + 2 from location.

    Reiko wrote:

    Hand: Embalming Fluid, Elemental Brass Mail, Adamantine Sai +2, Defending Sansetsukon +1, Materialize, Blessing of the Pallid Princess, Wayfarer, Ring of Serene Contortions, Blessing of Urgathoa,

    Displayed:
    Deck: 9 Discard: 5 Buried: 0
    Current Location: Ravenous Crypts of Gluttony #4
    Hero Points: 4
    Shirt reroll: Used
    NOTES:
    Available Support: Materialize lets me Bamf in and take your encounter with +3 to checks. Sansetsukon reduces local combat by 3. Urgathoa double blesses Fort/Undead. Pallid Princess double blesses Fort/Undead/Poison
    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): Venomous Dagger +2, Blessing of the Savored Sting, Venture Captain, Blessing of Gozreh, Blessing of Norgorber, Cloak of Daggers, Morgiv, Razorglass Knife, Wayfinder
    Recharged:
    Discard Pile: BotG, Boots of Alacrity, Blessing of Abadar, Meteor Hammer +3, Forensic Physician,
    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.


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    2 locations remain
    Collapse?: 1d10 ⇒ 6 No collapse


    Zadim's Deck Handler

    Hour is Blessing of Calistria

    Reveal Belt through my turn for +1 to physical checks

    Stay at Crypt 2. Shuffle a random card from discards into my deck.(Thanks for the reminder!)

    The ceiling above Zadim caves in and a key falls into his hands from a chamber above: a Card 1: Blessing of Abadar?

    DEX 6: 1d12 + 4 ⇒ (3) + 4 = 7 Acquired.

    A succubus also crashes down from above, no doubt an Card 2: Ambush bungled by the collapsing surrounds. Discard The Locksmith to explore again. Discard Blessing of Abadar to bless twice

    Acrobatics 15: 3d12 + 6 ⇒ (4, 4, 5) + 6 = 19 Defeated

    The Card 3: Succubus picks herself up and lunges at Zadim! Free explore from ambush. BA isn't relevant. Reveal Dancing Dagger twice for Stealth+3d4+3

    Combat 17: 1d12 + 3d4 + 9 ⇒ (5) + (2, 2, 4) + 9 = 22 Defeated

    But she meets only cold steel. Zadim takes off running again, wishing he could just magically Card 5: Teleport back to the surface. Discard Djinn to examine location. Find Teleport, encounter it, and auto-fail check to acquire

    Zadim hears a echoing clank as something smashes into the ground behind him. He quickly glances back and spots the mildly-dented Card 5: Breastplate of Fire Resistance.

    CON 8: 1d8 + 1 ⇒ (3) + 1 = 4 Banished

    Zadim decides it would only slow him down.

    End turn at empty location, Crypt #2 closes

    EOT Collapse, 1 Location left: 1d10 ⇒ 2

    "

    Zadim wrote:

    Hand: Dancing Dagger, Belt of Physical Prowess, Shocking Sawtooth Saber, The Joke, Shock Kukri, Keen Spiked Chain, Blackfingers, Blackjack's Rapier,

    Displayed: Greater Bolstering Armor, Grounded Studded Leather, Elixir of Energy Resistance, Silver War Paint (Core), The Lost Harrows, Wyvern Poison,
    Deck: 0 Discard: 8 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Chain, Dagger (freely reveal it first) )

    Dancing Dagger: Freely Reveal for +1d4 to combat

    Blackfingers: Discard to bless, freely recharge if invokes Alchemical or Poison
    The Joke: Discard to bless, recharge on Craft, Disable, Diplomacy, Stealth
    Other: DEX: 1d12+3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged:
    Discard Pile: Cerulean Mastermind, The Locksmith, Pharasma's Knowing, The Carnival, Snake (Core), Spider (Core), Blessing of Abadar, 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

    Blessing = 2 Ezren/Matsu Kurisu: Blessing of Nethys

    Start of Turn

    At: #6: 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. Channel the Gift (AD4) - Yes

    Give: No
    Move: #5: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.

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

    Display Create Mindscape (AD3)

    Free explore = 1 Disintegrate, Spell 5: Arcane 14

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

    Arcane 1d12+4+2, Steal Soul +1d4, Create Mindscape +1d4, reveal Lt Robe of Runes +2
    Arcane 14: 1d12 + 4 + 2 + 1d4 + 1d4 + 2 ⇒ (9) + 4 + 2 + (1) + (3) + 2 = 21 Acquired

    Recharge Lt Robe of Runes, draw Canopic Conversion (AD6) from discard

    Recharge Magnetic Grimoire, draw Icicle Swarm (AD6) from discard

    Recharge(Cloudburst (AD4)), examine (2 Large Chest, Barrier B), recharge(Bound Lantern Archon) explore = 2: Large Chest, Barrier B: Dexterity 9

    Spoiler:
    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.

    Recovery ac Disintegrate (AD5), defeat a Lock
    Weapons: 1d4 ⇒ 4
    W1: Returning Throwing Axe +1, Weapon B
    W2: Force Sling +3, Weapon 6
    W3: Flaming Icy Axe +1, Weapon 6
    W4: Greatclub +3, Weapon 4

    Discard Ice Chemist, explore +1d8 Cold on combat/disable = 3: Warden of Wind, Monster 6: Combat 22

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

    Recovery Canopic Conversion (AD6) 1d12+4+2+5d6, Steal Soul +1d4, Create Mindscape +1d4, Ice Chemist +1d8, Arcane Cannonade (AD6) +1d6
    Combat 22: 1d12 + 4 + 2 + 5d6 + 1d4 + 1d4 + 1d8 + 1d6 ⇒ (3) + 4 + 2 + (2, 5, 5, 6, 5) + (2) + (3) + (1) + (2) = 40 Defeated and displayed on Canopic Conversion (+12)

    Ezren (Core) ends their turn.
    Steal Soul +1d4, Create Mindscape (AD3) +1d4
    Arcane Cannonade (AD6): Arcane 15: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (10) + 4 + 2 + (3) + (4) = 23 -> Arcane Cannonade (AD6) stays displayed.

    Scenario EoT: 1d10 ⇒ 8 > open locations.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Steal Soul +1d4, Create Mindscape +1d4
    Channel the Gift (AD4): Arcane 14: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (10) + 4 + 2 + (4) + (3) = 23 -> Channel the Gift (AD4) recharged.
    ac Disintegrate (AD5): Arcane 16: 1d12 + 4 + 2 + 1d4 + 1d4 ⇒ (12) + 4 + 2 + (3) + (2) = 23 -> ac Disintegrate (AD5) recharged.

    Ezren (Core) resets their hand.
    Discard W1: Returning Throwing Axe +1, W4: Greatclub +3
    Draw up

    Summary
    Location = #6: Ravenous Crypts of Gluttony
    Acquired = 1 Disintegrate, W1: Returning Throwing Axe +1, W2: Force Sling +3, W3: Flaming Icy Axe +1, W4: Greatclub +3,
    Banished = 2: Large Chest, 3: Warden of Wind

    Examined =

    Displayed = Arcane Cannonade (AD6) Everyone gets +1d6 on combats

    Added =

    Location =
    Examined =

    From Box = W1: Returning Throwing Axe +1, W2: Force Sling +3, W3: Flaming Icy Axe +1, W4: Greatclub +3,

    Give =
    Used =

    Other =

    "

    Ezren (Core) wrote:

    Hand: W2: Force Sling +3, W3: Flaming Icy Axe +1, Icicle Swarm (AD6), Summon Hellhounds (AD4), Advocate's Armor, Bound Elemental, es Mist Horn (Core), Samisen of Oracular Vision,

    Displayed: Arcane Cannonade (AD6), Steal Soul (AD5), Create Mindscape (AD3), Canopic Conversion (AD6) (+12 Undead),
    Deck: 11 Discard: 7 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant:
    Local: vs Magic card, recharge a card to add 1d4. Available

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sand Elemental, lt Sihedron Medallian, Death's Touch (Original) (AD5), ac Detect Evil, ac Detect Evil (2)
    Recharged: Lt Robe of Runes, Magnetic Grimoire, Cloudburst (AD4), Bound Lantern Archon, Channel the Gift (AD4), ac Disintegrate (AD5),
    Discard Pile: Ukobach, ac Mirror Image, Hungering Staff, ac Headband of Epic Intelligence, Ice Chemist, W1: Returning Throwing Axe +1, W4: Greatclub +3,
    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

    "


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    During This Adventure: Player Hands

    During This Scenario: 2-6D: ESCAPE FROM THE GRAVEVAULT

  • Using the deck list from Ravenous Crypts of Gluttony, build a number of Ravenous Crypts of Gluttony locations equal to the number of characters plus 2. When you close a location, do not flip the Ravenous Crypts of Gluttony card over.
  • At the end of your turn, roll 1d10. If the result is less than or equal to the number of open locations, roll 1d6; banish that number of cards from your location deck and each character at your location is dealt that amount of Combat damage.
  • If you end your turn at an open location that has no cards in its location deck, it closes automatically.
  • To win the scenario, close all of the locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN: NONE

    Others :

    Scenario Level (#): 6

    Turn: 18, Estra/Bigguyinblack

    Random Cards:

    Monsters
    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:
    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:
    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:
    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:
    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.

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

    Weapons
    Spoiler:
    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:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 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 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 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: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 1 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 2 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 2 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 3 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 3 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 4 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Zadim/AAUGHWHY
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 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 6 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Estra/Bigguyinblack
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 7 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 8 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 8 Meliski/Zalarian
    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 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 9 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 10 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 10 Zadim/AAUGHWHY
    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 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 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 12 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 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.

    Location #1: 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: #1

    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: Zadim/AAUGHWHY, #2

    Location #3: 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: Meliski/Zalarian, #3

    Location #4: 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, Reiko/eddiephlash, #4

    Location #5: 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, #5

    Ravenous Crypts of Gluttony Card 1:
    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.
    Ravenous Crypts of Gluttony Card 2:
    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 3:
    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.

    Location #6: 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, #6

    Location #7: 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: #7

    Location #8: 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: #8


  • Deck Handler Desired Upgrades

    Blessing of Gozreh in effect.

    Move to Location #5: Ravenous Crypts of Gluttony.

    Examine Ravenous Crypts of Gluttony #5 Card 1: Roc. Discard Dragonbane Greatsword to encounter it.

    Ravenous Crypts of Gluttony #5 Card 1: 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.

    combat 17 casting Deathgrip (Core), displaying Embiggen, discarding Blessing of Lamashtu to add 2 dice, aided by Create Mindscape, aided by Arcane Cannonade: 3d12 + 2d12 + 1d8 + 1d10 + 6 ⇒ (3, 7, 8) + (3, 4) + (3) + (10) + 6 = 44

    Draw a card from succeeding at a combat check: Wand of Restorative Touch. Take my free explore,

    Ravenous Crypts of Gluttony Card 2: 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.

    Auto acquire. Discard Pharasma's Knowing to draw 2 cards: Boneshatter (Core) and Lady of Valor (Core). Recharge 2 cards: Wand of Restorative Touch and Djinn. Explore.

    Ravenous Crypts of Gluttony Card 3: 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.

    Each character at this location encounters the Occluding Field. Discard Lady of Valor (Core) to add 2d8 to Ezren's check. It counts as blessed. Agna discards Blessing of Cayden Cailean.[/b]

    constitution 15 double blessed by Blessing of Cayden Cailean, aided by Embiggen, reloading Honaire: 3d10 + 1d10 + 6 ⇒ (1, 2, 9) + (10) + 6 = 28

    [ooc]End turn. Location closes. We win.


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    COMPLETED SCENARIO 2-6D: ESCAPE FROM THE GRAVEVAULT
    Development
    Finally stopping to catch your breath, you look back at the collapsed path behind you. A wide smile spreading across your face, you thank the gods above that you were able to find a passage outside.
    And what a view! From this vantage point, you can almost see all of Rivenrake Island, and the primal majesty of its natural beauty is overwhelming.
    “Judging from our location, we should be right above the face carved into the mountain,” Vera says.
    “Well, I suppose that means we better start hiking down,”
    Mayala answers. Despite the view, given the dangers you’ve faced so far, you have to agree.

    Reward
    Gain a Skill Feat

    Acquired Cards (* = Plunder)
    Reflecting Shield (Armor 4)
    Entropy Shield (Armor 6)
    Greater Bolstering Armor (Armor 6)
    Blessing of Abadar (Blessing 2)
    Blessing of Desna (Blessing B)
    Blessing of Desna (Blessing B)
    Blessing of Calistria (Blessing B)
    Blessing of Gozreh (Blessing 4)
    Blessing of Desna (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of Abadar (Blessing 2)
    Blessing of the Gods (Blessing B)
    Blessing of Lamashtu (Blessing 1)
    Blessing of Calistria (Blessing B)
    Blessing of Abadar (Blessing 2)
    Blessing of the Gods (Blessing B)
    Blessing of Lamashtu (Blessing 1)
    Blessing of Lamashtu (Blessing 1)
    Potion of Ghostly Form (Item B)
    Headband of Inspired Wisdom (Item 4)
    Wand of Treasure Finding (Item 5)
    Headband of Epic Intelligence (Item 5)
    Detect Evil (Spell B)
    Sign of Wrath (Spell 6)
    Teleport (Spell 4)
    Detect Evil (Spell B)
    Detect Evil (Spell B)
    Find Traps (Spell B)
    Disintegrate (Spell 5)
    Mass Cure (Spell 4)
    Dominate (Spell 6)
    Returning Throwing Axe +1 (Weapon B)
    Force Sling +3 (Weapon 6)
    Flaming Icy Axe +1 (Weapon 6)
    Greatclub +3 (Weapon 4)

    Weapon 0664
    Spell 064000546
    Armor 466
    Item 0455
    Ally
    Blessing 200040020102011

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

    Please post rolls, decisions, etc in discussion thread


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    2-6E: WRATHFUL BLADES RETURNED

    It’s slow going, but you, Brynne, Mayala, and the others pick your way down the treacherous mountain. The path is pitted with fallen trees, enormous boulders, and unstable grades; the collapse of the peak’s tunnels affected the outside of the mountain, too, it seems.
    They’re trying to be brave, but Rolf and Vera are lagging behind. The mercenary and historian aren’t used to such strenuous hikes, and so when seasoned adventurers Brynne and Mayala offer to scout ahead, you thank them and tell the others you’ll stay at their sides. You’ve all come this far; no way will you allow some natural hazards to defeat these hearty folks when the magic of Alaznist herself did not.
    You meander downward a few hundred more feet when Mayala and Brynne appear again before you, this time looking alarmed.
    “Three giants up ahead,” Brynne says in a harsh whisper. “And I think they’re looking for us.”
    Almost as if punctuating her warning, three long, reaching shadows appear around the bend. When the shadows’ owners come into view, they nearly take away your breath.
    There stand three hulking, enormous figures, each with fire-red hair, bright yellow eyes, and enraged expressions on their blocky faces. The tallest is a woman easily twice your height. She points purposefully at you and snarls.
    “For millennia have we slumbered, knowing we would awaken once Runelord Alaznist has returned.”
    The giant cracks her massive neck, while the others clench their fists and seethe. The giants’ next words flow in unison.
    “We were created to sweep across Xin-Bakrakhan, our mistress on our shoulders, heralding her arrival and smiting her enemies. We were to be the three blades on her ranseur of rebirth. And we know that her rebirth has failed because of you, heretics.”
    “Only your blood shall quench our wrath!”

    VILLAIN:
    SHARPENED BLADE
    VICIOUS BLADE
    KILLING BLADE
    HENCHMEN:
    WARDEN OF RUNES

    PLAYERS LOCATIONS
    1 DEATH ZONE
    1 MOUNTAIN PEAK
    1 RAVENOUS CRYPTS OF GLUTTONY
    2 DEEPER DUNGEONS
    3 TREACHEROUS CAVE
    4 WARRENS
    5 WOODS
    6 THASSILONIAN DUNGEON

    DURING THIS SCENARIO

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.


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    During This Adventure: Player Hands

    During This Scenario: 2-6E: WRATHFUL BLADES RETURNED

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.

    Additional Rules: VILLAIN:
    SHARPENED BLADE
    VICIOUS BLADE
    KILLING BLADE
    HENCHMEN:
    WARDEN OF RUNES

    Others :

    Scenario Level (#): 6

    Turn: 0, Estra/Bigguyinblack

    Random Cards:

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

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

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

    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:
    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.

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

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

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

    Weapons
    Spoiler:
    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 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:
    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:
    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:
    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.

    Spells
    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.

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

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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    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:
    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.

    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:
    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:
    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:
    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.

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

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

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

    Spoiler:
    Blessing of Calistria
    RotR
    Blessing 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:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Death Zone
    At This Location: On checks, treat all die rolls of 1 or 2 as 0.
    When Closing: Succeed at a Wisdom or Survival 10 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: Mountain Peak
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #4: Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #7: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None


  • Deck Handler Desired Upgrades

    Starting location Ravenous Crypts of Gluttony.

    Estra wrote:

    Hand: Honaire, Giant Form, Divine Insight, Divine Blaze (Core), Deathgrip (Core), Boneshatter (Core), Our Lord in Iron, The Paladin, Hellknight Plate,

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

    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.

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

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

    The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. (d10)

    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): Pharasma's Knowing, The Dance, Djinn, Wand of Restorative Touch, Steal Soul (Core), Ring of Immolation, Lyrune-quah Truthspeaker, Breath of Life (Core), Mist Horn (Core), Dragonbane Greatsword, Embiggen, Lady of Valor (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: Pharasma's Knowing. Recharge a card: Deathgrip (Core).


    Zadim's Deck Handler

    Starting Location: Ravenous Crypts of Gluttony (Planning on Moving to Deeper Dungeons)

    "

    Zadim wrote:

    Hand: Shocking Sawtooth Saber, Snake (Core), The Lost Harrows, Spider (Core), Pharasma's Knowing, Keen Spiked Chain, Djinn, Elixir of Energy Resistance,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Chain, Dagger (freely reveal it first) )

    Dancing Dagger: Freely Reveal for +1d4 to combat

    Blackfingers: Discard to bless, freely recharge if invokes Alchemical or Poison
    The Joke: Discard to bless, recharge on Craft, Disable, Diplomacy, Stealth
    Other: DEX: 1d12+3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Greater Bolstering Armor, Dancing Dagger, The Locksmith, Blackfingers, The Carnival, Cerulean Mastermind, Wyvern Poison, Grounded Studded Leather, Blackjack's Rapier, The Joke, Belt of Physical Prowess, Silver War Paint (Core), Shock Kukri
    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 Elixir of Energy Resistance and The Lost Harrows

    Dark Archive

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

    Ezren 2-6E: WRATHFUL BLADES RETURNED

    Card Upgrade
    Life Leech (AD5) in, Restorative Touch (AD3) slot

    Loot swaps
    - Sihedron Medallion: 1d1000 ⇒ 987, Gem of Mental Acuity (Core) out
    - Robe of Runes: 1d1000 ⇒ 487, Wand of Flying out

    Starting location
    #3: Ravenous Crypts of Gluttony +2HS

    Start of Game
    Display Arcane Cannonade (AD6) at first combat (+1d6)

    Starting Hand
    "

    Ezren (Core) wrote:

    Hand: Icicle Swarm (AD6), Ice Chemist, Samisen of Oracular Vision, Advocate's Armor, Bound Elemental, Hungering Staff, Create Mindscape (AD3), Sand Elemental, Magnetic Grimoire,

    Displayed: Arcane Cannonade (AD6),
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Distant:
    Local: vs Magic card, recharge a card to add 1d4. Available

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Death's Touch (Original) (AD5), Cloudburst (AD4), Life Leech (AD5), Bound Lantern Archon, Channel the Gift (AD4), Canopic Conversion (AD6) , lt Sihedron Medallian, Steal Soul (AD5), Summon Hellhounds (AD4), Ukobach, 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

    "


    Deck Handler

    Starting location: Ravenous Crypts of Gluttony Planning on moving to Woods

    Agna wrote:

    Hand: Wyrmsmite, Blessing of Cayden Cailean, Sawtooth Saber, Lizard, Shoanti Barbarian Hide, Fanged Falchion, Belt of Physical Might, Fury's Trident, Verminbane Warhammer,

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lyrune-quah Moon Maiden, Shock Greatsword +2, Pig, Blessing of Achaekek, Monkey, Droogami (core), Blessing of Nethys, Blessing of Gorum, Hippogriff, Ruan Mirukova, Dread Helm, Wayfinder (core)
    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.

    Liberty's Edge

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

    Meliski - 2-6E: Wrathful Blades Returned

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

    Starting LocationRavenous Crypts of Gluttony

    Starting Hand - Choosing Item as favored card

    "

    Meliski wrote:

    Hand: BoThoth, Vampire Bat, Emerald Codex, 1 BoAbadar, Bolstering Armor, Old Salt, BoSivanah, s6Scrying, s4Fire Snake, Samisen of Oracular Vision,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 9
    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, Marked Cards, Wayfarer, Dominate, s3Life Leech, Blessing of the All-Seeing Eye, Fortune-Teller, al2Cleric of Nethys, Binder's Tome, Blessing of Osiris, s2Cloudburst, BoMilani
    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.

    "


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

    During This Adventure: Player Hands

    During This Scenario: 2-6E: WRATHFUL BLADES RETURNED

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.

    Additional Rules: VILLAIN:
    SHARPENED BLADE
    VICIOUS BLADE
    KILLING BLADE
    HENCHMEN:
    WARDEN OF RUNES

    Others :

    Scenario Level (#): 6

    Turn: 1, Agna/Grimsnik

    Random Cards:

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

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    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:
    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.

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

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

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

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

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

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 1 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 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 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 6 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 7 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 7 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 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 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 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 Ezren/Matsu_Kurisu
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 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 12 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 12 Agna/Grimsnik
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 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.
    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 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 17 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 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 18 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 18 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 19 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 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.
    Hourglass Card 21 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 Zadim/AAUGHWHY
    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 22 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 Ezren/Matsu_Kurisu
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 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 24 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 24 Agna/Grimsnik
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 25 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 25 Meliski/Zalarian
    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 26 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 26 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 27 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 27 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 28 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 28 Ezren/Matsu_Kurisu
    Blessing of 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 29 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 29 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.

    Location #1: Death Zone
    At This Location: On checks, treat all die rolls of 1 or 2 as 0.
    When Closing: Succeed at a Wisdom or Survival 10 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Death Zone Card 1:
    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.
    Death Zone Card 2:
    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.
    Death Zone 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.
    Death Zone Card 4:
    Sharpening Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Sharpened Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
    Combat damage dealt by the Sharpened Blade is dealt to each character at this location.
    Death Zone Card 5:
    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.
    Death Zone Card 6:
    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.
    Death Zone Card 7:
    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.
    Death Zone Card 8:
    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.
    Death Zone Card 9:
    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.
    Death Zone Card 10:
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #2: Mountain Peak
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Mountain Peak Card 1:
    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.
    Mountain Peak Card 2:
    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.
    Mountain Peak Card 3:
    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.
    Mountain Peak Card 4:
    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.
    Mountain Peak Card 5:
    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.
    Mountain Peak Card 6:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Mountain Peak Card 7:
    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.
    Mountain Peak Card 8:
    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.
    Mountain Peak Card 9:
    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.
    Mountain Peak Card 10:
    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.

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Estra/Bigguyinblack, Agna/Grimsnik, Meliski/Zalarian, Reiko/eddiephlash, Zadim/AAUGHWHY, Ezren/Matsu_Kurisu, None
    Ravenous Crypts of Gluttony Card 1:
    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.
    Ravenous Crypts of Gluttony Card 2:
    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.
    Ravenous Crypts of Gluttony Card 3:
    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.
    Ravenous Crypts of Gluttony 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.
    Ravenous Crypts of Gluttony Card 5:
    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.
    Ravenous Crypts of Gluttony Card 6:
    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 7:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    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:
    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.
    Ravenous Crypts of Gluttony Card 10:
    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.

    Location #4: Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Deeper Dungeons 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.
    Deeper Dungeons Card 2:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Deeper Dungeons Card 3:
    Hill Giant
    RotR
    Monster B
    Traits:
    Giant
    To Defeat:
    Combat 15
    Damage dealt by the Hill Giant is dealt to each character at this location.
    Deeper Dungeons Card 4:
    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.
    Deeper Dungeons Card 5:
    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.
    Deeper Dungeons Card 6:
    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.
    Deeper Dungeons Card 7:
    Clay Golem
    RotR
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 21
    You may not play spells with the Attack trait.
    If undefeated, after the encounter, bury your discard pile.
    Deeper Dungeons Card 8:
    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.
    Deeper Dungeons Card 9:
    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.
    Deeper Dungeons Card 10:
    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.

    Location #5: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Treacherous Cave 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.
    Treacherous Cave Card 2:
    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.
    Treacherous Cave Card 3:
    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.
    Treacherous Cave Card 4:
    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.
    Treacherous Cave Card 5:
    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.
    Treacherous Cave Card 6:
    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.
    Treacherous Cave Card 7:
    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.
    Treacherous Cave 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.
    Treacherous Cave Card 9:
    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.
    Treacherous Cave Card 10:
    Vicious Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Vicious Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.

    Location #6: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Warrens Card 1:
    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.
    Warrens 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.
    Warrens 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.
    Warrens Card 4:
    Killing Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Killing Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
    Combat damage dealt by the Killing Blade is dealt to each character at this location.
    Warrens Card 5:
    Shortspear +3
    RotR
    Weapon 4
    Traits:
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
    Warrens Card 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.
    Warrens Card 7:
    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.
    Warrens 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.
    Warrens Card 9:
    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.
    Warrens Card 10:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Location #7: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Woods Card 1:
    Invasion Plans
    RotR
    Barrier 4
    Traits:
    Cache
    To Defeat:
    Wisdom
    Survival 13
    If defeated, you may examine the top 3 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.
    Woods Card 2:
    Amulet of Fiery Fists
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 7
    OR Intelligence
    Arcane 9
    Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
    Woods Card 3:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Woods Card 4:
    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.
    Woods Card 5:
    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.
    Woods Card 6:
    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.
    Woods Card 7:
    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.
    Woods Card 8:
    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.
    Woods Card 9:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Woods Card 10:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Location #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Thassilonian Dungeon 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.
    Thassilonian Dungeon Card 2:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Thassilonian Dungeon Card 3:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Thassilonian Dungeon Card 4:
    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.
    Thassilonian Dungeon Card 5:
    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.
    Thassilonian Dungeon Card 6:
    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.
    Thassilonian Dungeon Card 7:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Thassilonian Dungeon 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.
    Thassilonian Dungeon Card 9:
    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.
    Thassilonian Dungeon Card 10:
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.


  • Human Saboteur Ninja, Tier 6, Deck Handler

    Still take Morgiv. Start at Ravenous Crypts of Gluttony. Draw hand, choosing Poison and increasing hand size.

    Reiko wrote:

    Hand: Blessing of the Pallid Princess, Meteor Hammer +3, Venomous Dagger +2, Wayfinder, Razorglass Knife, Embalming Fluid, Wayfarer, Venture Captain, Ring of Serene Contortions,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Ravenous Crypts of Gluttony
    Hero Points: 5
    Shirt reroll: Available
    NOTES:
    Available Support: Use anything of mine that can be helpful!
    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): Cloak of Daggers, Materialize, Elemental Brass Mail, Dominate, Blessing of Urgathoa, Blessing of Norgorber, Blessing of the Savored Sting, Adamantine Sai +2, Boots of Alacrity, Forensic Physician, Defending Sansetsukon +1, Morgiv
    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.


    Deck Handler

    Hourglass: Blessing of the Gods

    SOT- Display Shoanti Barbarian Hide

    Move: Woods

    Explore: Invasion Plans Survival 13: 2d8 + 5 + 1d4 + 2 ⇒ (4, 7) + 5 + (2) + 2 = 20 Reveal Lizard. Discard Blessing of Cayden Cailean for blessing. Examine top three cards: Amulet of Fiery Fists, Holy Candle and Skulking Vampire. Rearrange to Fiery Fists, Skulking Vampire then Holy Candle.

    EOT- Examine bottom card: Woods Card 10: Trapped Spellbook

    Discard Wyrmsmite and Verminbane Warhammer.

    Agna wrote:

    Hand: Sawtooth Saber, Fanged Falchion, Fury's Trident, Belt of Physical Might, Lizard, Monkey, Pig,

    Displayed: Shoanti Barbarian Hide,
    Deck: 10 Discard: 3 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll: Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Achaekek, Wayfinder (core), Ruan Mirukova, Blessing of Nethys, Droogami (core), Dread Helm, Hippogriff, Blessing of Gorum, Lyrune-quah Moon Maiden, Shock Greatsword +2
    Recharged:
    Discard Pile: Blessing of Cayden Cailean, Wyrmsmite, Verminbane Warhammer,
    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.

    Woods
    #1 Invasion Plans banished
    #2 Fiery Fists on top
    #4 Skulking Vampire 2nd card
    #3 Holy Candle 3rd card
    #10 Trapped Spellbook bottom card

    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: 2 - Blessing of Erastil
    SOT:
    May examine top card of local character; then you may exchange it for a card in my hand(Reiko).
    Cloak of Daggers, Blessing of Urgathoa, Adamantine Sai +2, Dominate, Blessing of the Savored Sting, Defending Sansetsukon +1, Morgiv, Elemental Brass Mail, Boots of Alacrity, Materialize, Forensic Physician, Blessing of Norgorber: 1d12 ⇒ 10 Materialize...leave there

    Will recharge Samisen to examine some cards
    Death Zone Card 1: Roc
    Mountain Peak Card 1: Frost Worm
    Thassilonian Dungeon Card 1: Sihedron Ring

    Will banish Emerald Codex to draw some spells:
    Mass Cure
    Restoration
    Sign of Wrath
    Detect Evil

    Will sent Detect Evil to recovery examine card:
    Ravenous Crypts of Gluttony Deck Card 1: Circles of Binding

    Will use Scrying spell to choose card type Monster and examine top 3 cards of location Deeper Dungeons
    Deeper Dungeons card 1: Mercenary
    Deeper Dungeons card 2: Warden of Runes
    Deeper Dungeons card 3: Hill Giant
    Will then choose to put chosen card types on top of deck
    Deeper Dungeons card 2: Warden of Runes
    Deeper Dungeons card 1: Mercenary
    Deeper Dungeons card 3: Hill Giant

    Recharge Scrying DC 12: 1d10 + 4 ⇒ (2) + 4 = 6 Scrying spell is recharged discarded

    Give Card: Mass Cure to Estra

    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: Ravenous Crypts of Gluttony -> Deeper Dungeons

    Location Powers: The difficulty of combat checks is increased by 1.

    Will cast Restoration to draw 2 cards (Blessing of Osiris and Blessing of the All Seeing Eye

    Warden of Runes:

    RotR Henchman 6
    Type: Monster
    Traits: Giant
    To Defeat: Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location.

    Constitution Check DC 14: 1d6 + 0 ⇒ (4) + 0 = 4 No Success; take 1 electricity damage; discard Blessing of Sivanah
    Will recharge old salt to add 6 to check
    Arcane Check DC 23+1=24: 1d10 + 4 + 6 + 3d8 ⇒ (3) + 4 + 6 + (8, 5, 5) = 31 Success; use fire snake to close
    Fire Snake Arcane fortitude Check DC 8: 1d10 + 4 ⇒ (6) + 4 = 10 Deeper Dungeons is closed

    Meliski ends his turn.

    Meliski attempts to recover all cards in his Recovery pile.
    Detect Evil: Arcane 6: 1d10 + 4 ⇒ (5) + 4 = 9 -> Detect Evil recharged .
    s6Scrying: Arcane 12: 1d10 + 4 ⇒ (9) + 4 = 13 -> s6Scrying recharged .
    Restoration: Arcane 14: 1d10 + 4 ⇒ (6) + 4 = 10 ->
    Will shuffle 1 BoAbadar to reroll a die for a check
    Random Roll: 1d10 ⇒ 6 no success
    Restoration discarded.
    Sign of Wrath: Arcane 16: 1d10 + 4 ⇒ (4) + 4 = 8 -> Sign of Wrath discarded.

    Sign of Wrath: Arcane 8: 1d10 + 4 ⇒ (3) + 4 = 7 ->
    Will recharge shuffle BoThoth to reroll a die for a check
    Random Roll: 1d10 ⇒ 7 success
    Fire Snake recharged.

    Meliski resets his hand.

    "

    Meliski wrote:

    Hand: Bolstering Armor, Vampire Bat, Blessing of Osiris, Blessing of the All-Seeing Eye, Marked Cards, BoMilani, Dominate, s4Fire Snake,

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Hero Points: 9
    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, Fortune-Teller, Eagle Aerie, Wayfarer, s2Cloudburst, al2Cleric of Nethys, Samisen of Oracular Vision, Detect Evil, 1 BoAbadar, Binder's Tome, s3Life Leech, Old Salt, BoThoth
    Recharged:
    Discard Pile: BoSivanah, Restoration, Sign of Wrath,
    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: Deeper Dungeons
    Acquired: some spells
    Banished: lots
    Examined: lots
    Random Card(s) Used: spells 1-5
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Reiko's top card of deck is Materialize; Gave Mass Cure to Estra


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

    Accidentally advanced hour by one..currently it is Reiko's turn..Hour is BotG

    During This Adventure: Player Hands

    During This Scenario: 2-6E: WRATHFUL BLADES RETURNED

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.

    Additional Rules: VILLAIN:
    SHARPENED BLADE
    VICIOUS BLADE
    KILLING BLADE
    HENCHMEN:
    WARDEN OF RUNES

    Others :

    Scenario Level (#): 6

    Turn: 4, Zadim/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    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.

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

    Spoiler:
    Clay Golem
    RotR
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 21
    You may not play spells with the Attack trait.
    If undefeated, after the encounter, bury your discard pile.

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

    Spoiler:
    Grindylow
    RotR
    Monster P
    Traits:
    Aberration
    Aquatic
    Goblin
    Veteran
    To Defeat:
    Combat 12
    The Grindylow may not be evaded.
    The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
    "Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

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

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    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:
    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.

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

    Spoiler:
    Blessing of 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 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 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 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: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 0 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 0 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 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 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 3 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 3 Meliski/Zalarian
    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 4 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 4 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 5 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 Ezren/Matsu_Kurisu
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Estra/Bigguyinblack
    Blessing of 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 8 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 8 Agna/Grimsnik
    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 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 9 Meliski/Zalarian
    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 10 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 10 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 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 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 14 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 14 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 15 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 15 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 16 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 16 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 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 Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Estra/Bigguyinblack
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 20 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 20 Agna/Grimsnik
    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 21 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 21 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 22 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 22 Reiko/eddiephlash
    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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 25 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Estra/Bigguyinblack
    Blessing of 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 26 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 26 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.

    Location #1: Death Zone
    At This Location: On checks, treat all die rolls of 1 or 2 as 0.
    When Closing: Succeed at a Wisdom or Survival 10 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Death Zone Card 1 (Roc):
    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.
    Death Zone Card 2:
    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.
    Death Zone 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.
    Death Zone Card 4:
    Sharpening Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Sharpened Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
    Combat damage dealt by the Sharpened Blade is dealt to each character at this location.
    Death Zone Card 5:
    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.
    Death Zone Card 6:
    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.
    Death Zone Card 7:
    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.
    Death Zone Card 8:
    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.
    Death Zone Card 9:
    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.
    Death Zone Card 10:
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #2: Mountain Peak
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Mountain Peak Card 1 (Frost Worm):
    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.
    Mountain Peak Card 2:
    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.
    Mountain Peak Card 3:
    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.
    Mountain Peak Card 4:
    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.
    Mountain Peak Card 5:
    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.
    Mountain Peak Card 6:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Mountain Peak Card 7:
    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.
    Mountain Peak Card 8:
    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.
    Mountain Peak Card 9:
    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.
    Mountain Peak Card 10:
    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.

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Estra/Bigguyinblack, Reiko/eddiephlash, Zadim/AAUGHWHY, Ezren/Matsu_Kurisu, None
    Ravenous Crypts of Gluttony Card 1 (Circles of Binding):
    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.
    Ravenous Crypts of Gluttony Card 2:
    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.
    Ravenous Crypts of Gluttony Card 3:
    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.
    Ravenous Crypts of Gluttony 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.
    Ravenous Crypts of Gluttony Card 5:
    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.
    Ravenous Crypts of Gluttony Card 6:
    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 7:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    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:
    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.
    Ravenous Crypts of Gluttony Card 10:
    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.

    Location #4: Deeper Dungeons
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Meliski/Zalarian, None

    Location #5: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Treacherous Cave 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.
    Treacherous Cave Card 2:
    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.
    Treacherous Cave Card 3:
    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.
    Treacherous Cave Card 4:
    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.
    Treacherous Cave Card 5:
    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.
    Treacherous Cave Card 6:
    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.
    Treacherous Cave Card 7:
    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.
    Treacherous Cave 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.
    Treacherous Cave Card 9:
    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.
    Treacherous Cave Card 10:
    Vicious Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Vicious Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.

    Location #6: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Warrens Card 1:
    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.
    Warrens 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.
    Warrens 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.
    Warrens Card 4:
    Killing Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Killing Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
    Combat damage dealt by the Killing Blade is dealt to each character at this location.
    Warrens Card 5:
    Shortspear +3
    RotR
    Weapon 4
    Traits:
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
    Warrens Card 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.
    Warrens Card 7:
    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.
    Warrens 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.
    Warrens Card 9:
    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.
    Warrens Card 10:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Location #7: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Woods Card 1 (Amulet of Fiery Fists):
    Amulet of Fiery Fists
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 7
    OR Intelligence
    Arcane 9
    Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
    Woods Card 2 (Skulking Vampire):
    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.
    Woods Card 3 (Holy Candle):
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Woods Card 4:
    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.
    Woods Card 5:
    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.
    Woods Card 6:
    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.
    Woods Card 7:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
    Woods Card 8:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Woods Card 9:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Location #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Thassilonian Dungeon Card 1 (Sihedron Ring):
    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.
    Thassilonian Dungeon Card 2:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Thassilonian Dungeon Card 3:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Thassilonian Dungeon Card 4:
    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.
    Thassilonian Dungeon Card 5:
    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.
    Thassilonian Dungeon Card 6:
    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.
    Thassilonian Dungeon Card 7:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Thassilonian Dungeon 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.
    Thassilonian Dungeon Card 9:
    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.
    Thassilonian Dungeon Card 10:
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.


  • Human Saboteur Ninja, Tier 6, Deck Handler

    Start turn. Move to Mountain Peak. Explore card 1: Frost Worm. Reveal Hammer. Reveal E Fluid for Ninja power. Ring adds 2.
    Combat 21: 1d10 + 7 + 1d10 + 3 + 1d8 + 3 + 2 ⇒ (10) + 7 + (9) + 3 + (4) + 3 + 2 = 38 Success!
    Reveal Fluid for ninja power and Ring for 2 on When Defeated check.
    Acro 14: 1d10 + 7 + 1d8 + 3 + 2 ⇒ (4) + 7 + (1) + 3 + 2 = 17 Success! 1 cold damage, discard Venomous Dagger.

    Discard Venture Cap to explore card 2: Icy Ledge. Reveal fluid for Ninja power. Reveal ring for 2. VC adds 2d6.
    Dex 14: 1d10 + 4 + 1d8 + 3 + 2 + 2d6 ⇒ (6) + 4 + (8) + 3 + 2 + (3, 1) = 27 Defeated!

    Discard Wayfarer to explore card 3: Mammoth. Reveal Hammer. Wayfarer adds 2d6. Reveal fluid for ninja power. Ring adds 2.
    Combat 16: 1d10 + 7 + 1d10 + 3 + 2d6 + 1d8 + 3 + 2 ⇒ (2) + 7 + (8) + 3 + (1, 3) + (7) + 3 + 2 = 36 Defeated!

    Recharge Wayfinder to move to Warrens and examine top 2: Raise Dead, Abominable Snowman. End turn. Reset hand, drawing 3.

    Reiko wrote:

    Hand: Blessing of the Pallid Princess, Meteor Hammer +3, Embalming Fluid, Ring of Serene Contortions, Materialize, Blessing of the Savored Sting, Dominate,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Warrens
    Hero Points: 5
    Shirt reroll: Available
    NOTES:
    Available Support: Use anything of mine that can be helpful!
    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): Adamantine Sai +2, Forensic Physician, Boots of Alacrity, Cloak of Daggers, Defending Sansetsukon +1, Blessing of Urgathoa, Morgiv, Elemental Brass Mail, Blessing of Norgorber
    Recharged: Razorglass Knife, Wayfinder,
    Discard Pile: Venomous Dagger +2, Venture Captain, Wayfarer,
    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 the Gods

    Move to Death Zone

    Encounter Death Zone Card 1: Roc. Reveal Shocking Sawtooth Saber for Acrobatics+2d8.

    Combat 17: 1d12 + 2d8 + 5 ⇒ (9) + (8, 6) + 5 = 28

    Discard Pharasma's Knowing to draw 2 cards (Silver War Paint and Belt of Physical Prowess) and recharge 2 cards (Belt and Spider).

    Explore from Pharasma's Knowing. Death Zone Card 2: Reduction Field. Recharge Keen Spiked Chain for + INT.

    DEX 13: 1d12 + 1d8 + 6 ⇒ (2) + (5) + 6 = 13 Deck Box Reroll the 2
    DEX 13: 1d12 + 11 ⇒ (7) + 11 = 18 That's better! Pass

    Display Silver War Paint.

    Discard Djinn to examine top card. Death Zone Card 3: Lizard. Encounter it.

    INT 8: 1d8 + 3 ⇒ (2) + 3 = 5 Banished

    Explore from Djinn. Death Zone Card 4: Sharpening Blade, one of the villains!

    I'll pause for guard checks. I think I might have a hard time with this; I've only got Shocking Sawtooth Saber and I'll need to remove one of the d8s to take off Electricity


    Deck Handler Desired Upgrades

    wisdom 12 to guard Ravenous Crypts of Gluttony: 1d10 + 4 ⇒ (2) + 4 = 6

    Nope.

    Dark Archive

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

    Display Create Mindscape (AD3) @ Ravenous Crypts of Gluttony
    Wisdom 1d8+3, Create Mindscape +1d4, Ezren Spell discard(Icicle Swarm (AD6)) +1d12+4
    Wisdom 12: 1d8 + 3 + 1d4 + 1d12 + 4 ⇒ (3) + 3 + (2) + (3) + 4 = 15 GUARDED

    Recharge Magnetic Grimoire to draw Icicle Swarm (AD6) from discard

    "

    Ezren (Core) wrote:

    Hand: Icicle Swarm (AD6), Ice Chemist, Samisen of Oracular Vision, Advocate's Armor, Bound Elemental, Hungering Staff, Sand Elemental,

    Displayed: Arcane Cannonade (AD6), Create Mindscape (AD3),
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Distant: Sand Elemental: Reduce Cold or Fire to 0. Available
    Local: vs Magic card, recharge a card to add 1d4. Available

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cloudburst (AD4), Bound Lantern Archon, Summon Hellhounds (AD4), Channel the Gift (AD4), Steal Soul (AD5), Ukobach, lt Sihedron Medallian, Death's Touch (Original) (AD5), Life Leech (AD5), Canopic Conversion (AD6) , Lt Robe of Runes
    Recharged: Magnetic Grimoire,
    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

    "


    Deck Handler

    Agna auto-guards Woods.


    Human Saboteur Ninja, Tier 6, Deck Handler

    Reiko chooses to not guard Warrens.


    Zadim's Deck Handler

    Face the Sharpening Blade. For the BA, take Estra's The Paladin to Bless and +1d10+2

    CON 12: 2d8 + 1d10 + 2 ⇒ (3, 6) + (7) + 2 = 18

    For the First Combat, Reveal Shocking Sawtooth Saber for Acrobatics+1d8, electricity removed. Recharge Snake for +1d4 and Poison. Take Estra's Our Lord in Iron for to bless and reroll 1s. Arcane Cannonade adds 1d6

    Combat 27: 2d12 + 1d8 + 1d6 + 1d4 + 5 ⇒ (2, 8) + (8) + (1) + (2) + 5 = 26 Reroll the 1 from OLII. The 2s are 0s
    Combat 27: 1d6 + 21 ⇒ (4) + 21 = 25 Hero Point Reroll
    Combat 27: 2d12 + 1d8 + 1d6 + 1d4 + 5 ⇒ (2, 5) + (4) + (1) + (1) + 5 = 18 I think the reroll effect from Our Lord In Iron still applies since its not a "may." I still can't make it but maybe I'll mitigate some damage. Also, I just noticed that the target is 28, not 27... :(
    Combat 28: 1d6 + 1d4 + 14 ⇒ (1) + (4) + 14 = 19 Ouch. Recharge Sawtooth Saber using Silver War Paint. Bury The Lost Harrows and Silver War Paint

    Get punched into the ground more from the Combat 30

    "

    Zadim wrote:

    Hand: The Joke, Blackfingers, Greater Bolstering Armor, The Carnival, Cerulean Mastermind, The Locksmith,

    Displayed: Elixir of Energy Resistance,
    Deck: 10 Discard: 2 Buried: 2
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use)

    Blackfingers: Discard to bless. Freely recharge if invokes Poison or Alchemical
    The Joke: Discard to bless. Recharge on Craft, Diplomacy, Disable, Stealth
    The Locksmith: Discard to bless. Bless x2 on Acrobatics or Disable
    Other: DEX: 1d12+3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Grounded Studded Leather, Dancing Dagger, Blackjack's Rapier, Shock Kukri, Wyvern Poison
    Recharged: Spider (Core), Belt of Physical Prowess, Keen Spiked Chain, Snake (Core), Shocking Sawtooth Saber,
    Discard Pile: Pharasma's Knowing, Djinn,
    Buried Pile: Silver War Paint (Core), The Lost Harrows,

    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


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

    2 Blessings of Nethys and 2 Blessings of Lamashtu shuffled into locations with Villain

    During This Adventure: Player Hands

    During This Scenario: 2-6E: WRATHFUL BLADES RETURNED

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.

    Additional Rules: VILLAIN:
    SHARPENED BLADE
    VICIOUS BLADE
    KILLING BLADE
    HENCHMEN:
    WARDEN OF RUNES

    Others :

    Scenario Level (#): 6

    Turn: 5, Ezren/Matsu_Kurisu

    Random Cards:

    Monsters
    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.

    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

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

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

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

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

    Weapons
    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    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:
    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:
    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:
    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:
    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.

    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.

    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 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 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.

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

    Current Hour:

    Blessing of Desna:
    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.

    Hours Remaining: 22

    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 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 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 3 Meliski/Zalarian
    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 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 4 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 5 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 8 Agna/Grimsnik
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 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 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 13 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 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 14 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 14 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 15 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 15 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 20 Agna/Grimsnik
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 21 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 22 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 22 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.

    Location #1: Death Zone
    At This Location: On checks, treat all die rolls of 1 or 2 as 0.
    When Closing: Succeed at a Wisdom or Survival 10 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY,

    Death Zone Card 1:
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Death Zone Card 2:
    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.
    Death Zone Card 3:
    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.
    Death Zone Card 4:
    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.
    Death Zone Card 5:
    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.
    Death Zone 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.
    Death Zone Card 7:
    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.

    Location #2: Mountain Peak
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Mountain Peak Card 1:
    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.
    Mountain Peak Card 2:
    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.
    Mountain Peak Card 3:
    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.
    Mountain Peak Card 4:
    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.
    Mountain Peak Card 5:
    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.
    Mountain Peak Card 6:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Mountain Peak Card 7:
    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.
    Mountain Peak Card 8:
    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.

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Estra/Bigguyinblack, Ezren/Matsu_Kurisu, None
    Ravenous Crypts of Gluttony Card 1 (Circles of Binding):
    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.
    Ravenous Crypts of Gluttony Card 2:
    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.
    Ravenous Crypts of Gluttony Card 3:
    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.
    Ravenous Crypts of Gluttony 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.
    Ravenous Crypts of Gluttony Card 5:
    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.
    Ravenous Crypts of Gluttony Card 6:
    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 7:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    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:
    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.
    Ravenous Crypts of Gluttony Card 10:
    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.

    Location #4: Deeper Dungeons
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Meliski/Zalarian, None

    Location #5: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Treacherous Cave Card 1:
    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.
    Treacherous Cave Card 2:
    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.
    Treacherous Cave Card 3:
    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.
    Treacherous Cave Card 4:
    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.
    Treacherous Cave 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.
    Treacherous Cave Card 6:
    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.
    Treacherous Cave Card 7:
    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.
    Treacherous Cave Card 8:
    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.
    Treacherous Cave Card 9:
    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.
    Treacherous Cave Card 10:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Treacherous Cave Card 11:
    Vicious Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Vicious Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.

    Location #6: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Reiko/eddiephlash, Raise Dead, Abominable Snowman
    Warrens 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.
    Warrens Card 2:
    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.
    Warrens Card 3:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Warrens Card 4:
    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.
    Warrens Card 5:
    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.
    Warrens Card 6:
    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.
    Warrens Card 7:
    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.
    Warrens Card 8:
    Killing Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Killing Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
    Combat damage dealt by the Killing Blade is dealt to each character at this location.
    Warrens 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.
    Warrens Card 10:
    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.
    Warrens Card 11:
    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.

    Location #7: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Woods Card 1 (Amulet of Fiery Fists):
    Amulet of Fiery Fists
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 7
    OR Intelligence
    Arcane 9
    Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
    Woods Card 2 (Skulking Vampire):
    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.
    Woods Card 3 (Holy Candle):
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Woods Card 4:
    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.
    Woods Card 5:
    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.
    Woods Card 6:
    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.
    Woods Card 7:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
    Woods Card 8:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Woods Card 9:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Location #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Sihedron Ring
    Thassilonian Dungeon 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.
    Thassilonian Dungeon Card 2:
    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.
    Thassilonian Dungeon Card 3:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Thassilonian Dungeon 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.
    Thassilonian Dungeon Card 5:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Thassilonian Dungeon Card 6:
    Sharpening Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Sharpened Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
    Combat damage dealt by the Sharpened Blade is dealt to each character at this location.
    Thassilonian Dungeon Card 7:
    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.
    Thassilonian Dungeon Card 8:
    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.
    Thassilonian Dungeon Card 9:
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Thassilonian Dungeon Card 10:
    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.
    Thassilonian Dungeon Card 11:
    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.

  • 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 = 5 Ezren/Matsu Kurisu: Blessing of Desna:

    Start of Turn

    At: #6: 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. Canopic Conversion (AD6) - Yes

    Give: No
    Move: #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.

    Recharge Samisen of Oracular Vision, examine 3
    1: Sihedron Ring, Item 6
    2: Lesser Bolstering Armor, Armor 4
    3: Warden of Runes, Henchman 6

    Free explore = 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+4+2, Ezren vs magic(Sand Elemental) +1d4
    Arcane 9: 1d12 + 4 + 2 + 1d4 ⇒ (3) + 4 + 2 + (4) = 13 Acquired

    Discard Sand Elemental explore = 2: Lesser Bolstering Armor, Armor 4: Constitution 7

    Spoiler:
    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.

    1d4 says nope. Banished

    Discard Ice Chemist, explore +1d8 Cold on combat/disable = 3: Warden of Runes, Monster 6: Combat 23

    Spoiler:
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.

    BYA auto failed, take 1 Electricity, reveal ac Sihedron Ring -2 to 0

    Recovery Canopic Conversion (AD6) 1d12+4+2+5d6, Ice Chemist +1d8, Arcane Cannonade (AD6) +1d6
    Location draw (Cloudburst (AD4))
    Combat 23: 1d12 + 4 + 2 + 5d6 + 1d8 + 1d6 ⇒ (3) + 4 + 2 + (4, 1, 6, 1, 6) + (8) + (4) = 39 Defeated and displayed on Canopic Conversion (+12)

    Attempt to close = #8: Thassilonian Dungeon
    When Closing: Succeed at an Arcane 7 check.
    Arcane 7: 1d12 + 4 + 2 ⇒ (6) + 4 + 2 = 12 CLOSED

    Recharge Advocate's Armor, draw Ice Chemist from discard

    Ezren (Core) ends their turn.
    Ezren vs magic(Cloudburst (AD4)) +1d4
    Arcane Cannonade (AD6): Arcane 15: 1d12 + 4 + 2 + 1d4 ⇒ (9) + 4 + 2 + (1) = 16 -> Arcane Cannonade (AD6) stays displayed.

    Ezren (Core) attempts to recover all cards in their Recovery pile.

    Ezren (Core) resets their hand.
    Discard
    Draw up Bound Lantern Archon, Channel the Gift (AD4), Summon Hellhounds (AD4), lt Sihedron Medallian

    Summary
    Location = #8: Thassilonian Dungeon - CLOSED
    Acquired = 1: Sihedron Ring
    Banished = 2: Lesser Bolstering Armor, 3: Warden of Runes,

    Examined =

    Displayed = Arcane Cannonade (AD6) Everyone gets +1d6 on combats, Create Mindscape @ #6: Ravenous Crypts of Gluttony, Canopic Conversion: +12 on any check. Available

    Added =

    Location =
    Examined =

    From Box =

    Give =
    Used =

    Other =

    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Icicle Swarm (AD6), ac Sihedron Ring, Ice Chemist, Bound Lantern Archon, Channel the Gift (AD4), Summon Hellhounds (AD4), lt Sihedron Medallian,

    Displayed: Arcane Cannonade (AD6), Create Mindscape (AD3), Canopic Conversion (AD6) +12,
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Distant: Canopic Conversion: +12 on any check. Available
    Local: vs Magic card, recharge a card to add 1d4. Available

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Life Leech (AD5), Lt Robe of Runes, Death's Touch (Original) (AD5), Steal Soul (AD5), Ukobach
    Recharged: Magnetic Grimoire, Samisen of Oracular Vision, Bound Elemental, Advocate's Armor, Cloudburst (AD4),
    Discard Pile: Sand Elemental,
    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

    "


    Deck Handler Desired Upgrades

    Blessing of the Gods in effect.

    Short Rest?: Skip move step to heal for 1. Examine top card of Ravenous Crypts of Gluttony Circles of Binding. Discard Giant Form to encounter it.

    Ravenous Crypts of Gluttony Card 1: 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.

    divine 13 discarding Pharasma's Knowing to bless, aided by Create Mindscape: 2d10 + 1d4 + 6 ⇒ (9, 1) + (4) + 6 = 20

    Take my free explore.

    Ravenous Crypts of Gluttony Card 2: 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.

    Divine 5 auto acquire. Discard Blessing of Abadar to explore.

    Ravenous Crypts of Gluttony Card 3: 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.

    wisdom 7 aided by create mindscape: 1d10 + 1d4 + 4 ⇒ (6) + (2) + 4 = 12

    Free explore for defeating Pit Trap.

    Ravenous Crypts of Gluttony 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.

    Banished. Display Hellknight Plate.

    heal self with Honaire: 1d4 + 1 ⇒ (3) + 1 = 4

    Estra wrote:

    Hand: Divine Insight, Divine Blaze (Core), Boneshatter (Core), Honaire, Mass Cure, Wand of Restorative Touch, Dragonbane Greatsword, Our Lord in Iron, The Dance,

    Displayed: Hellknight Plate,
    Deck: 13 Discard: 0 Buried: 0
    "Current Location: Ravenous Crypts of Gluttony
    Hero Points: 7"
    "NOTES:
    Available Support: Folio reroll: Unused

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

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

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Breath of Life (Core), Mist Horn (Core), Ring of Immolation, Lyrune-quah Truthspeaker, Giant Form, Steal Soul (Core), Djinn, Embiggen, Blessing of Abadar, Lady of Valor (Core), The Paladin, Pharasma's Knowing, Deathgrip (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.

    Ravenous Crypts of Gluttony Card 2 acquired. Cards 1, 3, and 4 banished.


    Deck Handler

    Hourglass: Blessing of Norgorber

    Explore: Woods Card 1 (Amulet of Fiery Fists) Wisdom 7: 1d8 + 2 + 1d4 + 2 ⇒ (7) + 2 + (4) + 2 = 15 Reveal Lizard. Recharge Pig to explore.

    Woods Card 2 (Skulking Vampire) Combat 22+4: 1d10 + 6 + 2 + 3d4 + 2 + 1d4 + 2 ⇒ (7) + 6 + 2 + (4, 3, 2) + 2 + (2) + 2 = 30 Auto fail BYA. Reveal Lizard and Belt of Physical Might. Reveal and discard Fanged Falchion. Change the 4 on the Falchion d4 to a 6 so 32 total.

    Heal a card from pig: 1d4 ⇒ 2 Recharge Monkey to explore

    Woods Card 3 (Holy Candle) Wisdom 10: 1d8 + 2 + 1d4 + 2 ⇒ (8) + 2 + (1) + 2 = 13 Reveal Lizard. Bury Candle.

    Shuffle # of cards from blessing deck discard back into deck: 1d6 ⇒ 1

    EOT- Examine top card: Woods Card 4: Warden of Wind
    Discard Amulet of Fiery Fists

    Agna wrote:

    Hand: Sawtooth Saber, Fury's Trident, Belt of Physical Might, Dread Helm, Lizard, Hippogriff, Blessing of Nethys,

    Displayed: Shoanti Barbarian Hide,
    Deck: 10 Discard: 4 Buried: 1
    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): Blessing of Achaekek, Ruan Mirukova, Wayfinder (core), Droogami (core), Wyrmsmite, Shock Greatsword +2, Blessing of Gorum, Lyrune-quah Moon Maiden, Pig
    Recharged: Monkey,
    Discard Pile: Blessing of Cayden Cailean, Verminbane Warhammer, Fanged Falchion, Amulet of Fiery Fists,
    Buried Pile: Holy Candle,
    "
    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.

    Woods
    Acquired 1&3
    Banish 2
    Examined 4- Warden of Wind
    1 card is shuffled back into blessing deck

    Liberty's Edge

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

    Out of Turn Updates:
    Random Roll: 1d7 ⇒ 5 Blessing of Desna shuffled into hourglass
    Will discard marked cards to examine/reorder bottom 3 cards -
    Mountain Peak Card 6: Warden of Runes - put on bottom
    Mountain Peak Card 7: Blessing of Lamashtu - put as 2nd to bottom
    Mountain Peak Card 8: Chainmail of Cold Resistance - but as 3rd to bottom

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

    Turn: 8 - Blessing of Abadar
    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: Deeper Dungeons -> Mountain Peak

    Location Powers: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.

    Warden of Runes:

    RotR Henchman 6
    Type: Monster
    Traits: Giant
    To Defeat: Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location.

    Constitution Check DC 14: 1d6 + 0 ⇒ (6) + 0 = 6 No Success; discard Bolstering Armor
    Arcane Cannonade adds 1d6, Estra discards the Dance to bless twice and Meliski discards Blessing of Milani to freely bless

    Melee Combat Check DC 23: 1d8 + 2 + 1d6 + 1d6 + 3d8 ⇒ (3) + 2 + (5) + (4) + (6, 6, 4) = 30 Success; Attempt to close using fire snake
    Arcane Cha Wis Check DC 6: 1d10 + 4 ⇒ (3) + 4 = 7 Success

    Reminder of Scenario changes:

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.
  • Meliski ends his turn and examines top card of open location:
    Warrends Card 1: Blessing of Nethys

    Meliski attempts to recover all cards in his Recovery pile.
    Arcane Check DC 8: 1d10 + 4 ⇒ (7) + 4 = 11 Fire Snake is recharged
    Meliski resets his hand.

    "

    Meliski wrote:

    Hand: Dominate, Vampire Bat, Blessing of Osiris, Blessing of the All-Seeing Eye, Wayfarer, Old Salt, s2Cloudburst, 1 BoAbadar,

    Displayed:
    Deck: 10 Discard: 6 Buried: 0
    Hero Points: 9
    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): Samisen of Oracular Vision, al2Cleric of Nethys, BoThoth, s6Scrying, Binder's Tome, Eagle Aerie, Detect Evil, s3Life Leech, Fortune-Teller
    Recharged: s4Fire Snake,
    Discard Pile: BoSivanah, Restoration, Sign of Wrath, Marked Cards, Bolstering Armor, BoMilani,
    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: Mountain Peak
    Acquired: None
    Banished: all the cards at Mountain Peak
    Examined: few
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Estra's The Dance
    Actions needed by other Player(s): None


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    During This Adventure: Player Hands

    During This Scenario: 2-6E: WRATHFUL BLADES RETURNED

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.

    Additional Rules: VILLAIN:
    SHARPENED BLADE
    VICIOUS BLADE
    KILLING BLADE
    HENCHMEN:
    WARDEN OF RUNES

    Others :

    Scenario Level (#): 6

    Turn: 9, Reiko/eddiephlash

    Random Cards:

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

    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:
    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.

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

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

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

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

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

    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:
    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:
    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:
    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.

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 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 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 7 Zadim/AAUGHWHY
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Ezren/Matsu_Kurisu
    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 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 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 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 11 Meliski/Zalarian
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Estra/Bigguyinblack
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 16 Agna/Grimsnik
    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 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.
    Hourglass Card 19 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 19 Zadim/AAUGHWHY
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #1: Death Zone
    At This Location: On checks, treat all die rolls of 1 or 2 as 0.
    When Closing: Succeed at a Wisdom or Survival 10 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY,

    Death Zone Card 1:
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Death Zone Card 2:
    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.
    Death Zone Card 3:
    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.
    Death Zone Card 4:
    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.
    Death Zone Card 5:
    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.
    Death Zone 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.
    Death Zone Card 7:
    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.

    Location #2: Mountain Peak
    Closed
    When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Meliski/Zalarian, None

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Estra/Bigguyinblack, Ezren Create Mindscape

    Ravenous Crypts of Gluttony Card 1:
    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.
    Ravenous Crypts of Gluttony Card 2:
    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 3:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Ravenous Crypts of Gluttony Card 4:
    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 5:
    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.
    Ravenous Crypts of Gluttony Card 6:
    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.

    Location #4: Deeper Dungeons
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:None

    Location #5: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Treacherous Cave Card 1:
    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.
    Treacherous Cave Card 2:
    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.
    Treacherous Cave Card 3:
    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.
    Treacherous Cave Card 4:
    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.
    Treacherous Cave 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.
    Treacherous Cave Card 6:
    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.
    Treacherous Cave Card 7:
    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.
    Treacherous Cave Card 8:
    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.
    Treacherous Cave Card 9:
    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.
    Treacherous Cave Card 10:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Treacherous Cave Card 11:
    Vicious Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Vicious Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.

    Location #6: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Reiko/eddiephlash, Raise Dead, Abominable Snowman
    Warrens Card 1 (Blessing of Nethys):
    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.
    Warrens Card 2:
    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.
    Warrens Card 3:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Warrens Card 4:
    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.
    Warrens Card 5:
    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.
    Warrens Card 6:
    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.
    Warrens Card 7:
    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.
    Warrens Card 8:
    Killing Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Killing Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
    Combat damage dealt by the Killing Blade is dealt to each character at this location.
    Warrens 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.
    Warrens Card 10:
    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.
    Warrens Card 11:
    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.

    Location #7: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Woods Card 1 (Warden of Wind):
    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.
    Woods Card 2:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Woods Card 3:
    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.
    Woods Card 4:
    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.
    Woods Card 5:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Woods 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.

    Location #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Matsu_Kurisu,
    Thassilonian Dungeon Card 1 (Sharpening Blade):
    Sharpening Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Sharpened Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
    Combat damage dealt by the Sharpened Blade is dealt to each character at this location.


  • Human Saboteur Ninja, Tier 6, Deck Handler

    Start turn. Hour is BotG. Move to Treacherous Cave. Explore card 1: Enchanter. Cast Dominate to evade, search the location for a boon, and draw it.
    Card 2: Fortress Shield (Ar 6)
    Card 3: Abominable Snowman (M 6)
    Card 4: Runechill Hatchet +2 (W 4)
    Card 5: Blessing of Nethys (Bl 6)
    Card 6: Giantbane Dagger +1 (W 4)
    Card 7: Belt of Physical Might (I 6)
    Card 8: Sihedron Ring (I 6)
    Card 9: Demon Armor (Ar 6)
    Card 10: Ambush (Ba 0)
    Card 11: Vicious Blade (Villain 6)

    [ooc]Take Nethys. Discard it to examine next 2 cards and optionally explore.
    Shuffled location: 2d11 ⇒ (5, 6) = 11 Reroll the 5. 6 is Giantbane dagger.
    Location reroll: 1d11 ⇒ 1 Enchanter again.
    Keep the order and explore the dagger. Reveal Ring.
    Ranged 8: 1d10 + 6 + 2 ⇒ (9) + 6 + 2 = 17 Acquired!

    Discard Pallid Princess to explore. Recharge Hammer to ignore BYA. Reveal and recharge dagger, reveal fluid for ninja power, and reveal Ring for +2.
    Combat 8 + # = 14: 1d10 + 6 + 1d4 + 1 + 1d4 + 1d8 + 3 + 2 ⇒ (10) + 6 + (1) + 1 + (1) + (2) + 3 + 2 = 26 Defeated!
    Discard Ring for AYA damage.

    End turn. Reset hand, drawing 4.

    Reiko wrote:

    Hand: Embalming Fluid, Materialize, Blessing of the Savored Sting, Forensic Physician, Blessing of Urgathoa, Defending Sansetsukon +1, Elemental Brass Mail,

    Displayed:
    Deck: 9 Discard: 6 Buried: 0
    Current Location: Warrens
    Hero Points: 5
    Shirt reroll: Available
    NOTES:
    Available Support: Use anything of mine that can be helpful!
    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 Norgorber, Cloak of Daggers, Adamantine Sai +2, Boots of Alacrity, Morgiv
    Recharged: Razorglass Knife, Wayfinder, Meteor Hammer +3, Giantbane Dagger +1,
    Discard Pile: Venomous Dagger +2, Venture Captain, Wayfarer, Blessing of Nethys, Blessing of the Pallid Princess, Ring of Serene Contortions,
    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 Desna

    Move to Ravenous Crypt

    Recharge The Joke to examine top card of location. Ravenous Crypt Card 1: Blessing of Gorum.

    STR 4: 1d8 ⇒ 2

    Recharge Blackfingers to examine top card of location. Ravenous Crypt Card 2: Greater Bolstering Armor. Discard The Locksmith to explore it and auto-fail check to acquire.

    End turn

    "

    Zadim wrote:

    Hand: Wyvern Poison, Dancing Dagger, Shock Kukri, The Carnival, Cerulean Mastermind, Grounded Studded Leather, Blackjack's Rapier, Spider (Core),

    Displayed: Greater Bolstering Armor, Elixir of Energy Resistance,
    Deck: 6 Discard: 3 Buried: 2
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Shock Kukri, Blackjack's Rapier, Dancing Dagger (Freely reveal it first))

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

    The Carnival: Discard to bless, may flip non-d4 die afterwards

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Belt of Physical Prowess, Keen Spiked Chain, Snake (Core), Shocking Sawtooth Saber, The Joke, Blackfingers,
    Discard Pile: Pharasma's Knowing, Djinn, The Locksmith,
    Buried Pile: Silver War Paint (Core), The Lost Harrows,

    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 and Grounded Studded Leather


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

    During This Adventure: Player Hands

    During This Scenario: 2-6E: WRATHFUL BLADES RETURNED

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.

    Additional Rules: VILLAIN:
    SHARPENED BLADE
    VICIOUS BLADE
    KILLING BLADE
    HENCHMEN:
    WARDEN OF RUNES

    Others :

    Scenario Level (#): 6

    Turn: 11, Ezren/Matsu_Kurisu

    Random Cards:

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

    Spoiler:
    Cave Bear
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    Damage dealt by the Cave Bear is increased by 1d4-1.

    Spoiler:
    Clay Golem
    RotR
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 21
    You may not play spells with the Attack trait.
    If undefeated, after the encounter, bury your discard pile.

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

    Spoiler:
    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.

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

    Spoiler:
    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:
    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:
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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

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

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

    Spoiler:
    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:
    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.

    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:
    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:
    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.

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

    Current Hour:

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

    Location #1: Death Zone
    At This Location: On checks, treat all die rolls of 1 or 2 as 0.
    When Closing: Succeed at a Wisdom or Survival 10 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Death Zone Card 1:
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Death Zone Card 2:
    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.
    Death Zone Card 3:
    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.
    Death Zone Card 4:
    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.
    Death Zone Card 5:
    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.
    Death Zone 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.
    Death Zone Card 7:
    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.

    Location #2: Mountain Peak
    Closed
    When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Meliski/Zalarian, None

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Bigguyinblack, Zadim/AAUGHWHY, Ezren Create Mindscape

    Ravenous Crypts of Gluttony Card 1:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Ravenous Crypts of Gluttony Card 2:
    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 3:
    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.
    Ravenous Crypts of Gluttony 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.

    Location #4: Deeper Dungeons
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/eddiephlash, Fortress Shield (Ar 6), Abominable Snowman (M 6), Runechill Hatchet +2 (W 4), Belt of Physical Might (I 6), Sihedron Ring (I 6), Demon Armor (Ar 6), Ambush (Ba 0), Vicious Blade (Villain 6),

    Treacherous Cave Card 1:
    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.
    Treacherous Cave Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Treacherous Cave 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.
    Treacherous Cave 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.
    Treacherous Cave 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.
    Treacherous Cave Card 6:
    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.
    Treacherous Cave Card 7:
    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.
    Treacherous Cave Card 8:
    Vicious Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Vicious Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.

    Location #6: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Raise Dead, Abominable Snowman
    Warrens Card 1 (Blessing of Nethys):
    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.
    Warrens Card 2:
    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.
    Warrens Card 3:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Warrens Card 4:
    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.
    Warrens Card 5:
    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.
    Warrens Card 6:
    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.
    Warrens Card 7:
    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.
    Warrens Card 8:
    Killing Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Killing Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
    Combat damage dealt by the Killing Blade is dealt to each character at this location.
    Warrens 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.
    Warrens Card 10:
    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.
    Warrens Card 11:
    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.

    Location #7: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Woods Card 1 (Warden of Wind):
    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.
    Woods Card 2:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Woods Card 3:
    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.
    Woods Card 4:
    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.
    Woods Card 5:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Woods 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.

    Location #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Matsu_Kurisu,
    Thassilonian Dungeon Card 1 (Sharpening Blade):
    Sharpening Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Sharpened Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
    Combat damage dealt by the Sharpened Blade is dealt to each character at this 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

    Blessing = 11 Ezren/Matsu Kurisu: Blessing of the Gods

    Start of Turn

    At: #8: Thassilonian Dungeon
    At the start of your turn, you may examine the top card of your deck; if it is a spell or Ally, you may draw it. Life Leech (AD5) - Yes

    Give: No
    Move: #1: Death Zone
    At This Location: On checks, treat all die rolls of 1 or 2 as 0.

    Recovery Bound Lantern Archon
    Lt Robe of Runes - Draw
    Death's Touch (Original) (AD5) - Reload
    Steal Soul (AD5) - Reload

    Recovery Channel the Gift (AD4), fetch (Steal Soul (AD5))

    Free explore = 1: Blessing of Lamashtu, Blessing 1: Arcane 5

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

    Arcane 1d12+4+2, Reveal Lt Robe of Runes +2
    Arcane 5: 1d12 + 4 + 2 + 2 ⇒ (4) + 4 + 2 + 2 = 12 Acquired

    Discard Ice Chemist, explore +1d8 Cold on Combat/Disable =
    2: Sneak, Monster B: Combat 15(9+6)

    Spoiler:
    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.

    BYA Wisdom 8: 1d8 + 3 ⇒ (7) + 3 = 10 Success
    Reveal Hungering Staff 1d12+4+2+1d6+1, Ice Chemist +1d8, Arcane Cannonade (AD6) +1d6
    Combat 15: 1d12 + 4 + 2 + 1d6 + 1 + 1d8 + 1d6 ⇒ (5) + 4 + 2 + (3) + 1 + (6) + (1) = 22 Location -1 = 20
    Banished

    Display Steal Soul (AD5)

    Ezren.recharge(Life Leech (AD5)) to examine(3: Stampeding Aurochs, Barrier 6)
    recharge(lt Sihedron Medallian) explore = 3: Stampeding Aurochs, Barrier 6: Dexterity 16

    Spoiler:
    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.

    Dexterity 1d6, Steal Soul +1d4, Ezren.Spell discard(Icicle Swarm (AD6)) +1d12+4, Estra recovery Divine Insight +2d6
    Dexterity 16: 1d6 + 1d4 + 1d12 + 4 + 2d6 ⇒ (3) + (4) + (10) + 4 + (1, 1) = 23 Location -1-1 = 21 Bansihed

    Ezren (Core) ends their turn.
    Steal Soul +1d4, Reveal Lt Robe of Runes +2
    Arcane Cannonade (AD6): Arcane 15: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (5) + 4 + 2 + (4) + 2 = 17 -> Arcane Cannonade (AD6) stays displayed.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Steal Soul +1d4, Reveal Lt Robe of Runes +2
    Bound Lantern Archon: Arcane 10: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (9) + 4 + 2 + (3) + 2 = 20 -> Bound Lantern Archon recharged .
    Channel the Gift (AD4): Arcane 14: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (7) + 4 + 2 + (4) + 2 = 19 -> Channel the Gift (AD4) recharged .

    Ezren (Core) resets their hand.
    Discard
    Draw up Samisen of Oracular Vision, Bound Elemental, Magnetic Grimoire

    Summary
    Location = #1: Death Zone
    Acquired = 1: Blessing of Lamashtu
    Banished = 2: Sneak, 3: Stampeding Aurochs

    Examined =

    Displayed = Arcane Cannonade (AD6) Everyone gets +1d6 on combats, Create Mindscape @ #6: Ravenous Crypts of Gluttony, Canopic Conversion: +12 on any check. Available

    Added =

    Location =
    Examined =

    From Box =

    Give =
    Used = Estra recovery Divine Insight

    Other =

    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Summon Hellhounds (AD4), ac Sihedron Ring, Lt Robe of Runes, ac Blessing of Lamashtu, Samisen of Oracular Vision, Bound Elemental, Magnetic Grimoire,

    Displayed: Arcane Cannonade (AD6), Create Mindscape (AD3), Canopic Conversion (AD6) +12, Steal Soul (AD5),
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Distant: Canopic Conversion: +12 on any check. Available
    Local: vs Magic card, recharge a card to add 1d4. Available

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cloudburst (AD4), Death's Touch (Original) (AD5), Ukobach, Advocate's Armor
    Recharged: Life Leech (AD5), lt Sihedron Medallian, Bound Lantern Archon, Channel the Gift (AD4),
    Discard Pile: Sand Elemental, Ice Chemist, Icicle Swarm (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: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler Desired Upgrades

    Estra attempts to recover all cards in her Recovery pile.
    Divine Insight: Divine 8: 1d10 + 6 ⇒ (3) + 6 = 9 -> Divine Insight recharged.

    Blessing of the Gods in effect.

    Examine Ravenous Crypts of Gluttony Card 1: Warden of Runes. Take my free explore.

    Ravenous Crypts of Gluttony Card 1: Warden of Runes:

    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.

    Auto fail BYA check. Estra and Zadim take 1 electricity damage. Zadim prevents it with Elixir of Energy Resistance, Estra draws Hellknight Plate to prevent it to herself.

    combat 23 casting Boneshatter (Core), reloading Honaire, aided by Create Mindscape, aided by Arcane Cannonade: 1d10 + 2d12 + 1d6 + 1d4 + 1d6 + 12 ⇒ (4) + (2, 12) + (1) + (1) + (2) + 12 = 34

    Draw a card from succeeding at a combat check: Honaire. Zadim discards The Carnival.

    wisdom 12 aided by Create Mindscape, Blessed by The Carnival: 2d10 + 1d4 + 4 ⇒ (3, 7) + (1) + 4 = 15

    Wand of Restorative Touch on Zadim: 1d4 + 1 ⇒ (4) + 1 = 5

    Ravenous Crypts of Gluttony are closed. Ezren sends Create Mindscape to recovery. Redisplay Hellknight Plate. Heal my 1 discarded card using Honaire.

    Estra ends her turn.

    Estra attempts to recover all cards in her Recovery pile.
    Boneshatter (Core): Divine 16: 1d10 + 6 ⇒ (10) + 6 = 16 -> Boneshatter (Core) recharged.
    Wand of Restorative Touch: Divine 12: 1d10 + 6 ⇒ (3) + 6 = 9 -> Wand of Restorative Touch discarded.

    Estra resets her hand.

    Estra wrote:

    Hand: Dragonbane Greatsword, Divine Blaze (Core), Honaire, Our Lord in Iron, Mass Cure, Blessing of Abadar, Steal Soul (Core), Pharasma's Knowing, Ring of Immolation,

    Displayed: Hellknight Plate,
    Deck: 12 Discard: 1 Buried: 0
    "Current Location: Ravenous Crypts of Gluttony
    Hero Points: 7"
    "NOTES:
    Available Support: Folio reroll: Unused

    Blessing of Abadar: Discard to bless or to bless twice on a check vs barriers.

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

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Djinn, Giant Form, Deathgrip (Core), Divine Insight, Lady of Valor (Core), The Dance, Mist Horn (Core), Embiggen, Lyrune-quah Truthspeaker, Breath of Life (Core), The Paladin
    Recharged: Boneshatter (Core),
    Discard Pile: Wand of Restorative Touch,
    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 is closed.

    Ezren recovers Create Mindscape.

    Zadim has to make a Constitution or Fortitude 14 check but we both prevent the damage on failure, He then discards The Carnival. He is then healed for 5.


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

    During This Adventure: Player Hands

    During This Scenario: 2-6E: WRATHFUL BLADES RETURNED

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.

    Additional Rules: VILLAIN:
    SHARPENED BLADE
    VICIOUS BLADE
    KILLING BLADE
    HENCHMEN:
    WARDEN OF RUNES

    Others :

    Scenario Level (#): 6

    Turn: 13, Agna/Grimsnik

    Random Cards:

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

    Spoiler:
    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 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:
    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:
    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:
    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:
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

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

    Spoiler:
    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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:
    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:
    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:
    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.

    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.

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

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

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

    Allies
    Spoiler:
    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:
    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:
    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.

    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 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 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 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: 15

    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 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 3 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 3 Zadim/AAUGHWHY
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Ezren/Matsu_Kurisu
    Blessing of 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 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 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 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 7 Meliski/Zalarian
    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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Estra/Bigguyinblack
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 12 Agna/Grimsnik
    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 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.
    Hourglass Card 15 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 15 Zadim/AAUGHWHY
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #1: Death Zone
    At This Location: On checks, treat all die rolls of 1 or 2 as 0.
    When Closing: Succeed at a Wisdom or Survival 10 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu,

    Death Zone Card 1:
    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.
    Death Zone Card 2:
    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.
    Death Zone Card 3:
    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.
    Death Zone Card 4:
    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.

    Location #2: Mountain Peak
    Closed
    When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Meliski/Zalarian, None

    Location #3: 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, Zadim/AAUGHWHY,

    Location #4: Deeper Dungeons
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/eddiephlash, Fortress Shield (Ar 6), Abominable Snowman (M 6), Runechill Hatchet +2 (W 4), Belt of Physical Might (I 6), Sihedron Ring (I 6), Demon Armor (Ar 6), Ambush (Ba 0), Vicious Blade (Villain 6),

    Treacherous Cave Card 1:
    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.
    Treacherous Cave Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Treacherous Cave 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.
    Treacherous Cave 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.
    Treacherous Cave 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.
    Treacherous Cave Card 6:
    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.
    Treacherous Cave Card 7:
    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.
    Treacherous Cave Card 8:
    Vicious Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Vicious Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.

    Location #6: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Raise Dead, Abominable Snowman
    Warrens Card 1 (Blessing of Nethys):
    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.
    Warrens Card 2:
    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.
    Warrens Card 3:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Warrens Card 4:
    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.
    Warrens Card 5:
    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.
    Warrens Card 6:
    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.
    Warrens Card 7:
    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.
    Warrens Card 8:
    Killing Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Killing Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
    Combat damage dealt by the Killing Blade is dealt to each character at this location.
    Warrens 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.
    Warrens Card 10:
    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.
    Warrens Card 11:
    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.

    Location #7: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Woods Card 1 (Warden of Wind):
    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.
    Woods Card 2:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Woods Card 3:
    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.
    Woods Card 4:
    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.
    Woods Card 5:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Woods 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.

    Location #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Thassilonian Dungeon Card 1 (Sharpening Blade):
    Sharpening Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Sharpened Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
    Combat damage dealt by the Sharpened Blade is dealt to each character at this location.


  • Deck Handler

    Hourglass: Blessing of the Gods

    Explore: Woods Card 1 (Warden of Wind) Combat 22: 2d10 + 6 + 2d8 + 1d4 + 2 + 2 ⇒ (4, 2) + 6 + (1, 4) + (1) + 2 + 2 = 22 Reveal Fury's Trident, Belt of Physical Might and Lizard. Discard Blessing of Nethys. Recharge Hippogriff to explore.

    Woods Card 2: Venomous Heavy Crossbow +2 Dex 10: 1d8 + 1d4 + 2 + 2 ⇒ (6) + (2) + 2 + 2 = 12 Reveal Lizard and Belt of Physical Might

    EOT- Examine top card: Woods Card 3: Warden of Thunder. Discard Venomous Heavy Crossbow

    Agna wrote:

    Hand: Sawtooth Saber, Fury's Trident, Belt of Physical Might, Dread Helm, Lizard, Ruan Mirukova, Wayfinder (core),

    Displayed: Shoanti Barbarian Hide,
    Deck: 9 Discard: 6 Buried: 1
    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): Droogami (core), Wyrmsmite, Blessing of Achaekek, Shock Greatsword +2, Pig, Blessing of Gorum, Lyrune-quah Moon Maiden
    Recharged: Monkey, Hippogriff,
    Discard Pile: Blessing of Cayden Cailean, Verminbane Warhammer, Fanged Falchion, Amulet of Fiery Fists, Blessing of Nethys, Venomous Heavy Crossbow +2,
    Buried Pile: Holy Candle,
    "
    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.

    Woods
    Banish #1
    Acquired #2
    Examine #3- Warden of Thunder

    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: 14 - BotG
    SOT:
    May examine top card of local character; then you may exchange it for a card in my hand.

    Will have Ezren recharge Samisen to examine cards...
    Deathzone Card 1: Succubus
    Deathzone Card 2: Blessing of Norgorber
    Deathzone Card 3: Shining Child

    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: Mountain Peak -> Death Zone

    Location Powers: On checks, treat all die rolls of 1 or 2 as 0.

    Will recharge Vampire Bat to examine top card, heal one and discard blessing of Osiris to heal d4 more
    Random Roll: 1d4 + 1 ⇒ (3) + 1 = 4 Meliski is healed for 4: (Marked Cards, Bolstering Armor, Restoration, Sign of Wrath). Deck shuffled.

    Will encounter Succubus and evade using dominate and draw blessing of Norgorber to hand
    Will discard wayfarer to explore

    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.

    Wisdom Check DC 7: 1d6 + 2d6 ⇒ (3) + (5, 3) = 11 Success; explore again

    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.

    If non-villain monster, may ignore BYA; will bless with Norgorber
    Cloudburst Spell Combat Check DC 20: 3d6 + 2d10 + 4 ⇒ (6, 5, 3) + (7, 9) + 4 = 34 Monster defeated
    After the encounter, I will move to Warrens and discard blessing of Abadar to explore

    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.

    Divine Check DC 5: 1d10 + 4 ⇒ (9) + 4 = 13 Auto Success; will discard blessing of the all seeing eye to examine 2 and then reload/recharge and explore..Elven Sharpshooter and Mercenary..keep order same and recharge

    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.

    Diplomacy Check DC 12: 1d10 + 4 ⇒ (1) + 4 = 5 No Success

    Reminder of Scenario changes:

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.
  • Meliski ends his turn.

    Meliski attempts to recover all cards in his Recovery pile.
    Dominate: Arcane (with Tome) 14: 1d10 + 4 ⇒ (5) + 4 = 9 -> Dominate discarded.
    s2Cloudburst: Arcane (with Tome) 13: 1d10 + 4 ⇒ (10) + 4 = 14 ->
    Cloudburst recharged.

    Meliski resets his hand.

    "

    Meliski wrote:

    Hand: Old Salt, Blessing of Nethys, Samisen of Oracular Vision, al2Cleric of Nethys, Sign of Wrath, BoThoth, Binder's Tome, s3Life Leech,

    Displayed:
    Deck: 10 Discard: 8 Buried: 0
    Hero Points: 9
    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): s4Fire Snake, Marked Cards, Restoration, Detect Evil, Bolstering Armor, Eagle Aerie, Fortune-Teller, s6Scrying
    Recharged: Vampire Bat, s2Cloudburst,
    Discard Pile: BoSivanah, BoMilani, Wayfarer, Blessing of Norgorber, Blessing of Osiris, 1 BoAbadar, Blessing of the All-Seeing Eye, Dominate,
    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: Warrens
    Acquired: Blessing of Norgorber, Blessing of Nethys
    Banished: a few
    Examined: a few
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Ezren's Samisen
    Actions needed by other Player(s): None


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    During This Adventure: Player Hands

    During This Scenario: 2-6E: WRATHFUL BLADES RETURNED

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.

    Additional Rules: VILLAIN:
    SHARPENED BLADE
    VICIOUS BLADE
    KILLING BLADE
    HENCHMEN:
    WARDEN OF RUNES

    Others :

    Scenario Level (#): 6

    Turn: 15, Reiko/eddiephlash

    Random Cards:

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

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

    Spoiler:
    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:
    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:
    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.

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

    Spoiler:
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

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

    Weapons
    Spoiler:
    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:
    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.

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

    Armors
    Spoiler:
    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

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

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

    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: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Zadim/AAUGHWHY
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Ezren/Matsu_Kurisu
    Blessing of 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 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 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 5 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 5 Meliski/Zalarian
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 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 10 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 10 Agna/Grimsnik
    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 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.
    Hourglass Card 13 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Zadim/AAUGHWHY
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #1: Death Zone
    At This Location: On checks, treat all die rolls of 1 or 2 as 0.
    When Closing: Succeed at a Wisdom or Survival 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu,

    Death Zone Card 1 (Succubus):
    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.

    Location #2: Mountain Peak
    Closed
    When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: 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, Zadim/AAUGHWHY,

    Location #4: Deeper Dungeons
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Reiko/eddiephlash, Fortress Shield (Ar 6), Abominable Snowman (M 6), Runechill Hatchet +2 (W 4), Belt of Physical Might (I 6), Sihedron Ring (I 6), Demon Armor (Ar 6), Ambush (Ba 0), Vicious Blade (Villain 6),

    Treacherous Cave Card 1:
    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.
    Treacherous Cave Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Treacherous Cave 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.
    Treacherous Cave 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.
    Treacherous Cave 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.
    Treacherous Cave Card 6:
    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.
    Treacherous Cave Card 7:
    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.
    Treacherous Cave Card 8:
    Vicious Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Vicious Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.

    Location #6: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Meliski/Zalarian, Raise Dead, Abominable Snowman
    Warrens Card 1 (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.
    Warrens 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.
    Warrens Card 3:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Warrens 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.
    Warrens 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.
    Warrens Card 6:
    Killing Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Killing Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
    Combat damage dealt by the Killing Blade is dealt to each character at this location.
    Warrens Card 7:
    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.
    Warrens Card 8:
    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.
    Warrens Card 9:
    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.

    Location #7: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Woods Card 1 (Warden of Thunder):
    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.
    Woods 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.
    Woods Card 3:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Woods Card 4:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Location #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Thassilonian Dungeon Card 1 (Sharpening Blade):
    Sharpening Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Sharpened Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
    Combat damage dealt by the Sharpened Blade is dealt to each character at this location.


  • Human Saboteur Ninja, Tier 6, Deck Handler

    Start turn. Hour is Erastil. Stay at cave, heal 1: Blessing of Nethys. Explore card 1: Abominable Snowman. Reveal Sansetsukon. Reveal Fluid for ninja power.
    Combat 18: 1d10 + 7 + 1d6 + 1 + 1d8 + 3 ⇒ (8) + 7 + (6) + 1 + (8) + 3 = 33 Defeated!

    Reveal Physician to heal 1: Venomous Dagger +2 then discard it and explore card 2: Ambush. Reveal fluid for ninja power.
    Acro 9 + # = 15: 1d10 + 7 + 1d8 + 3 ⇒ (1) + 7 + (7) + 3 = 18 Success!

    Free explore, card 3: Sihedron Ring. Discard Urgathoa to double bless fort check.
    Fort 7: 3d4 ⇒ (4, 4, 3) = 11 Acquired!

    End turn. Reset hand. Drawing 1.

    Reiko wrote:

    Hand: Embalming Fluid, Materialize, Blessing of the Savored Sting, Defending Sansetsukon +1, Elemental Brass Mail, Sihedron Ring, Blessing of Nethys,

    Displayed:
    Deck: 10 Discard: 6 Buried: 0
    Current Location: Treacherous Cave
    Hero Points: 5
    Shirt reroll: Available
    NOTES:
    Available Support: Materialize lets me take your encounter with +3 advantage. Savored sting adds highest of rolled d4,d6,d8,d10 to any check. Sansetsukon reduces local combat damage by 3.
    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): Meteor Hammer +3, Wayfinder, Blessing of Norgorber, Cloak of Daggers, Venomous Dagger +2, Boots of Alacrity, Adamantine Sai +2, Morgiv, Giantbane Dagger +1, Razorglass Knife
    Recharged:
    Discard Pile: Venture Captain, Wayfarer, Blessing of the Pallid Princess, Ring of Serene Contortions, Forensic Physician, 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 discard The Carnival and get healed 5. Thanks!

    Hour is Blessing of Pharasma

    Move to Warrens.

    Explore Warrens Card 1: Mercenary.

    Location Effect, Random Location: 1d4 ⇒ 4 Random Monster on top of Thassilonian Dungeon

    For the combat, reveal Dancing Dagger for Stealth+3d4+3.

    Combat 16: 1d8 + 3d4 + 9 ⇒ (7) + (2, 4, 3) + 9 = 25 Defeated

    Discard Spider to explore again. Warrens Card 2: Potion of Healing

    Craft 5: 1d8 + 4 ⇒ (5) + 4 = 9 Auto-Acquire

    Discard Cerulean Mastermind to explore again. Warrens Card 3: Trapped Spellbook. Recharge Potion of Healing to add INT.

    INT 15: 2d8 + 6 ⇒ (5, 8) + 6 = 19 Nice. Defeated
    Free Spells: 1d4 ⇒ 1 Random Spell 1: Dominate. Nice!

    End turn

    "

    Zadim wrote:

    Hand: Dominate, Dancing Dagger, Shock Kukri, The Joke, Shocking Sawtooth Saber, Pharasma's Knowing, Blackjack's Rapier,

    Displayed: Greater Bolstering Armor, Elixir of Energy Resistance, Wyvern Poison, Grounded Studded Leather,
    Deck: 8 Discard: 2 Buried: 2
    Hero Points: 7
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Shock Kukri, Shocking Sawtooth Saber, Blackjack's Rapier, Dancing Dagger (Freely reveal it first))

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

    The Joke: Discard to bless, recharge on Craft, Diplomacy, Disable, Stealth

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Djinn, Belt of Physical Prowess, Blackfingers, The Locksmith, Keen Spiked Chain, Snake (Core), The Carnival
    Recharged: Potion of Healing,
    Discard Pile: Cerulean Mastermind, Spider (Core),
    Buried Pile: Silver War Paint (Core), The Lost Harrows,

    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
    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Steal Soul +1d4, Reveal Lt Robe of Runes +2
    Create Mindscape (AD3): Arcane 11: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (5) + 4 + 2 + (4) + 2 = 17 -> Create Mindscape (AD3) recharged.

    Recharge Samisen of Oracular Vision for Meliski/Zalarian

    Recharge Magnetic Grimoire, draw Icicle Swarm (AD6) from discard

    Blessing = 11 Ezren/Matsu Kurisu: Blessing of the Gods

    Start of Turn

    At: #1: Death Zone
    At the start of your turn, you may examine the top card of your deck; if it is a spell or Ally, you may draw it. Ukobach - Yes

    Give: No
    Move: Short rest. Card healed: 1d2 ⇒ 2 (Ice Chemist)
    At This Location: On checks, treat all die rolls of 1 or 2 as 0.

    Free explore = 1: Succubus, Monster 5: Combat 17

    Spoiler:
    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.

    Reveal Hungering Staff 1d12+4+2+1d6+2, Lt Robe of Runes +1d2, Arcane Cannonade (AD6) +1d6, Steal Soul +1d4
    Combat 17: 1d12 + 4 + 2 + 1d6 + 2 + 2 + 1d6 + 1d4 ⇒ (11) + 4 + 2 + (6) + 2 + 2 + (1) + (3) = 31 Location -1 = 30 Banished

    Location #1: Death Zone
    When Closing: Succeed at a Wisdom or Survival 10 check.
    Wisdom 1d8+3, Banish AD6 moster from Canopic Conversion (AD6) +12
    Wisdom 10: 1d8 + 3 + 12 ⇒ (7) + 3 + 12 = 22 - CLOSED

    Ezren (Core) ends their turn.
    Steal Soul +1d4, Reveal Lt Robe of Runes +2
    Arcane Cannonade (AD6): Arcane 15: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (12) + 4 + 2 + (1) + 2 = 21 -> Arcane Cannonade (AD6) stays displayed.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Steal Soul +1d4, Reveal Lt Robe of Runes +2
    Canopic Conversion (AD6): Arcane 16: 1d12 + 4 + 2 + 1d4 + 2 ⇒ (6) + 4 + 2 + (4) + 2 = 18 -> Canopic Conversion (AD6) recharged .

    Ezren (Core) resets their hand.
    Discard
    Draw up Nil

    Summary
    Location = #1: Death Zone - CLOSED
    Acquired =
    Banished = 1: Succubus

    Examined =

    Displayed = Arcane Cannonade (AD6) Everyone gets +1d6 on combats

    Added =

    Location =
    Examined =

    From Box =

    Give =
    Used =

    Other =
    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Summon Hellhounds (AD4), ac Sihedron Ring, Lt Robe of Runes, ac Blessing of Lamashtu, Ukobach, Bound Elemental, Icicle Swarm (AD6),

    Displayed: Arcane Cannonade (AD6), Steal Soul (AD5),
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Distant: Arcane Connonade +1d6 on ALL combat. Summon hellhounds available
    Local: vs Magic card, recharge a card to add 1d4. Available
    Movement: On Close:
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ice Chemist, Cloudburst (AD4), Bound Lantern Archon, Magnetic Grimoire, Channel the Gift (AD4), Advocate's Armor, Death's Touch (Original) (AD5), Life Leech (AD5), Create Mindscape (AD3), Samisen of Oracular Vision, lt Sihedron Medallian
    Recharged: Canopic Conversion (AD6),
    Discard Pile: Sand Elemental,
    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

    "


    Deck Handler Desired Upgrades

    Blessing of the Gods in effect.

    Move to Treacherous Cave.

    Examine Treacherous Cave Card 4: Belt of Physical Might. Discard Dragonbane Greatsword to encounter it.

    Treacherous Cave 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.

    constitution 9 aided by power feat, reloading Honaire: 1d6 + 1d6 + 1d6 + 6 ⇒ (5) + (5) + (3) + 6 = 19

    Take my free explore.

    Treacherous Cave 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.

    Banished. Discard Pharasma's Knowing to draw 2 cards: Honaire and The Paladin. Recharge 2 cards: Mass Cure and Our Lord in Iron. Explore.

    Treacherous Cave Card 6: 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.

    Banished. Discard Blessing of Abadar to explore.

    Treacherous Cave Card 7: 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.

    constitution 9 revealing Belt of Physical Might, reloading Honaire: 1d6 + 1d6 + 8 ⇒ (4) + (3) + 8 = 15

    Discard The Paladin to explore.

    Treacherous Cave Card 8: Vicious Blade:

    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Vicious Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.

    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.

    constitution 12 revealing Belt of Physical Might, aided by The Paladin: 1d6 + 1d10 + 2 ⇒ (6) + (1) + 2 = 9

    cold damage to Estra and Reiko: 1d4 ⇒ 2

    Estra draws Hellknight Plate to prevent it to herself. Turn paused.


    Deck Handler

    Agna auto-succeeds in guarding Woods.


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

    BR for Estra's Mid turn

    During This Adventure: Player Hands

    During This Scenario: 2-6E: WRATHFUL BLADES RETURNED

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.

    Additional Rules: VILLAIN:
    SHARPENED BLADE
    VICIOUS BLADE
    KILLING BLADE
    HENCHMEN:
    WARDEN OF RUNES

    Others :

    Scenario Level (#): 6

    Turn: 18, Estra/Bigguyinblack

    Random Cards:

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

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

    Spoiler:
    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:
    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:
    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.

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

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

    Weapons
    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:
    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:
    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:
    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:
    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.

    Spells
    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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.


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

    Spoiler:
    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.

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    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: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 1 Agna/Grimsnik
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 2 Meliski/Zalarian
    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 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 3 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 4 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 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 5 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 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 6 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Estra/Bigguyinblack
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 7 Agna/Grimsnik
    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 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 8 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 9 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 9 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 10 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 10 Zadim/AAUGHWHY
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #1: Death Zone
    Closed
    When Permanently Closed: On checks, treat all die rolls of 1 or 2 as 0.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu,

    Location #2: Mountain Peak
    Closed
    When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: 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:

    Location #4: Deeper Dungeons
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Bigguyinblack, Reiko/eddiephlash, Fortress Shield (Ar 6), Runechill Hatchet +2 (W 4), Belt of Physical Might (I 6), Armor (Ar 6), Vicious Blade (Villain 6),

    Treacherous Cave Card 1 (Vicious Blade):
    Vicious Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Vicious Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.

    Location #6: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Meliski/Zalarian, Zadim/AAUGHWHY, Raise Dead, Abominable Snowman
    Warrens Card 1:
    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.
    Warrens Card 2:
    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.
    Warrens Card 3:
    Killing Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Killing Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
    Combat damage dealt by the Killing Blade is dealt to each character at this location.
    Warrens 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.
    Warrens Card 5:
    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.
    Warrens Card 6:
    Shortspear +3
    RotR
    Weapon 4
    Traits:
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

    Location #7: Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Woods Card 1 (Warden of Thunder):
    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.
    Woods 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.
    Woods Card 3:
    Warden of Runes
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Runes is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
    Damage dealt by the Warden of Runes is dealt to each character at this location.
    If defeated, you may immediately attempt to close this location.
    Woods Card 4:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Location #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Thassilonian Dungeon Card 1:
    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.
    Thassilonian Dungeon Card 2 (Sharpening Blade):
    Sharpening Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Sharpened Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
    Combat damage dealt by the Sharpened Blade is dealt to each character at this location.


  • Human Saboteur Ninja, Tier 6, Deck Handler

    Vicious Blade is encountered. For BYA check, take a 0. 2 Cold damage from Estra's failed check, reveal Sihedron Ring to reduce to 0.
    My cold damage: 1d4 ⇒ 2 Reveal Ring to reduce to 0

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