Season of the Runelords [Zalarian] (Inactive)

Game Master Zalarian

2-6 The Shattered Blades of Alaznist

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


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Zadim's Deck Handler

Burying the top card of my deck: Keen Rapier

Hour is Blessing of Sarenrae

Zadim moves to the Nettlemaze to start culling the monster population there. He immediately runs into a Card: 1 Goblin Snake.

CON 6: 1d8 ⇒ 5 Difficulty of my checks is increased by 1 for the rest of the turn. For the combat, reveal Rapier for Acrobatics+1d8.

Combat 9: 2d8 + 3 ⇒ (7, 8) + 3 = 18

Zadim impales the snake but gets careless and nicks his hand on one of its fangs. As the snake perishes, Zadim can hear the baying of a nearby Card 2: Yeth Hound. He slinks into the nettles to set up an ambush. After a while, the hound approaches and investigates the snake; Zadim takes the opportunity! Recharge Short Sword to examine the top card of the location. Discard Orison to explore. Due to the Goblin Snake, auto-fail the BA WIS; difficulty is increased by another 1. For the combat, reveal Rapier for Acrobatics+1d8. Reload Spider Venom for +1d4. Recharge Rapier for +Stealth.

Combat 11: 3d8 + 1d4 + 6 ⇒ (5, 5, 3) + (3) + 6 = 22

Zadim decides he needs to move to a different part of the maze. This many corpses in one place is going to attract attention.

"

Zadim wrote:

Hand: Spider Venom, Snake (Core), Slick Leather, The Inquisitor, Elixir of Energy Resistance,

Displayed:
Deck: 8 Discard: 2 Buried: 1
Hero Points: 0
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+3 to local combat (Use either Shortsword or Rapier)

Orison: Bless local
The Inquisitor: Discard to bless. Ignore Immunities and resistances

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Armored Coat (Core), Priest of Abadar, Snakebite Dagger, Noxious Bomb (Core)
Recharged: Sword Cane (Core), Pharasma's Knowing, Short Sword (Core), Rapier (Core),
Discard Pile: Spider (Core), Orison,
Buried Pile: Keen Rapier,

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
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill to a combat check by a character at your location

"

Display Spider Venom, Slick Leather, and Elixir of Energy Resistance

Dark Archive

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

Hour is Gods
SoT deck examine (Mind Thrust = draw)
Move to #4 Apothecary

Free explore = 1 Staff of Minor Healing, Wisdom 7
Wisdom 1d8, Ezren recharge vs Magic (ac Potion of Gracefulness) +1d4
Wisdom 7: 1d8 + 1d4 ⇒ (1) + (1) = 2 = banished

Ezren recharge(Mind Thrust) examine (2 Acolyte), recharge (Hungry Ghost Monk) explore
2 Acolyte, Arcane 6
Arcane 1d12+1+2, Reveal Spellbook +1d4
Arcane 6: 1d12 + 1 + 2 + 1d4 ⇒ (5) + 1 + 2 + (4) = 12 - Acquired

End of turn

Draw lt Sihedron Medallian

"

Ezren (Core) wrote:

Hand: Hungering Staff, Pyrotechnic Blast, Spellbook, ac Acolyte, lt Sihedron Medallian, ac Glibness,

Displayed:
Deck: 14 Discard: 0 Buried: 2
Hero Points: 2
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): Burning Snot, ac Guidance, Ukobach, Acid Splash, Fire Snake, Sphere of Fire, Thieves' Tools, ac Detect Evil, Grave Tender, ac Strength
Recharged: Life Drain, ac Potion of Gracefulness, Mind Thrust, Hungry Ghost Monk,
Discard Pile:
Buried Pile: Binder's Tome, ac Guidance 2,

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
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).

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 Town Square.

Examine Town Square card 1: Locked Stone Door. Discard Cloak of Elvenkind to encounter it.

Town Square Card 1: 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.

dexterity 11 +2 aided by power feat, cast Divine Insight, reload Honaire: 1d4 + 4d6 + 2 ⇒ (4) + (2, 5, 5, 1) + 2 = 19

Examine Town Square Card 2: Haste. Leave it on top and end turn.

Estra ends her turn.

Estra attempts to recover all cards in her Recovery pile.
Divine Insight: Divine 8: 1d10 + 4 ⇒ (2) + 4 = 6 -> Divine Insight discarded.

Estra resets her hand.

Estra wrote:

Hand: Honaire, Pharasma's Knowing, Mist Horn (Core), Potion of Healing, Staff of Minor Healing (Core), Cat (Core),

Displayed: Spiked Half-Plate,
Deck: 7 Discard: 5 Buried: 0
"Current Location: Town Square
Hero Points: 2"
"NOTES:
Available Support: Folio reroll:

Blessings are available for use.

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

Cat (Core): On a local check against a spell, recharge to add 1d4.

Pharasma's Knowing: On any check, discard to bless.
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): Giantbane Greataxe, Crowbar (core), The Dance
Recharged: Cure (Core), Bodyguard, Holy Light (Core), Frozen Touch,
Discard Pile: Viper Strike (Core), Night Watch, The Paladin, Cloak of Elvenkind, Divine Insight,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

Favored Card: Honaire
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
☐ 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.
(Boon) When Estra draws her starting hand she may draw a card then recharge a card.

Town Square Card 1 banished. Card 2 examined, Haste.


Deck Handler

Hourglass: Blessing of the Gods.

Move: Nettlemaze

Cockroaches fill the maze as Agna moves in swarming her and Zadim. She starts smashing them with her warhammer. Zadim needs to encounter a Giant Cockroach Swarm

Agna's combat vs GCS:
Combat 8: 1d10 + 3 + 1d8 + 1 + 1d8 ⇒ (6) + 3 + (6) + 1 + (4) = 20 Reveal Warhammer +1, bonus for bludgeoning trait

Close attempt:
Bury Repelling Pike+1. Plague Zombie shambles towards Agna. She cuts it in half with her longsword. Combat 11: 1d10 + 3 + 1d8 + 1d4 ⇒ (3) + 3 + (6) + (3) = 15 Reveal and reload longsword (core). Success.

Agna wrote:

Hand: Longsword (Core), Bastard Sword, Warhammer +1, Wooden Shield, Bastion Boots, Prayer,

Displayed:
Deck: 11 Discard: 0 Buried: 1
Hero Points: 3
"NOTES:
Available Support: Blessings are available for use.
Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
Other: Re-roll:available, Playmat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Bat (core), Cruel Longsword, Horse, Conch Shell, Sands of the Hour, Covering Heavy Shield, Blessing of Gorum
Recharged: Dog (core), Pig, Droogami (core),
Discard Pile:
Buried Pile: Repelling Pike +1,
"
Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee (Str +2)
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception (Wisdom +3)
Survival (Wisdom +3)
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ([ ]or bottom) card of your location deck

Location: Nettlemaze- closed
Banish #3- Giant Cockroach Swarm
Random Monster #1- Plague Zombie Defeated


Zadim's Deck Handler

On Agna's turn, encounter Giant Cockroach Swarm. Reload Spider Venom to add 1d4.

Combat 8: 1d8 + 1d4 ⇒ (4) + (2) = 6 Recharge Slick Leather to reduce damage to 0

Zadim frantically stomps on the roaches, but even his best efforts can't possibly compare to Agna's skill with her hammer.

Starting my turn: Hour is Blessing of Abadar

Zadim emerges from the nettlemaze in front of the Apothecary. He walks in, interrupting some sort of Card 3: Consecration ritual. Discard The Inquisitor to add 1 die

WIS 8: 2d6 ⇒ (5, 1) = 6

He excuses himself and waits outside. After a few minutes, a Card 4: Holy Light begins to emanate from the windows. Recharge Snake to examine location

"

Zadim wrote:

Hand: Priest of Abadar, Armored Coat (Core), Snakebite Dagger, Noxious Bomb (Core), Sword Cane (Core),

Displayed: Spider Venom, Elixir of Energy Resistance,
Deck: 5 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+3 to local combat (Use Swordcane)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Pharasma's Knowing, Short Sword (Core), Rapier (Core), Slick Leather, Snake (Core),
Discard Pile: Spider (Core), Orison, The Inquisitor,
Buried Pile: Keen Rapier,

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
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill to a combat check by a character at your location

"


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

During This Adventure:

During This Scenario: 2-2A: NIGHT ON THE TOWN

DURING THIS SCENARIO

  • When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.
  • When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.
  • Before you attempt to close a location, bury the top card of your deck.

    Additional Rules: VILLAIN:
    ERYLIUM
    HENCHMEN:
    SCARECROW GOLEM
    GIANT COCKROACH SWARM

    Others :

    Scenario Level (#): 2

    Turn: 13, Ezren/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Spectre
    RotR
    Monster B
    Traits:
    Elite
    Incorporeal
    Undead
    To Defeat:
    Combat 11
    OR Wisdom
    Divine 7
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.

    Spoiler:
    Goblin Snake
    RotR
    Monster 1
    Traits:
    Aberration
    Basic
    To Defeat:
    Combat 8
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

    Spoiler:
    Carrionstorm
    RotR
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Spoiler:
    Giant Hermit Crab
    RotR
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 9
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Spoiler:
    Goblin Cutpurse
    RotR
    Monster 1
    Traits:
    Basic
    Goblin
    Rogue
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

    Barriers
    Spoiler:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

    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:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on 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:
    Skeleton Horde
    RotR
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

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

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

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

    Spoiler:
    Glaive
    RotR
    Weapon B
    Traits:
    2-Handed
    Elite
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

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

    Spoiler:
    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:
    Arcane Armor
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spoiler:
    Levitate
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Spoiler:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Spoiler:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.

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

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

    Spoiler:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Allies
    Spoiler:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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

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

    Spoiler:
    Troubadour
    RotR
    Ally B
    Traits:
    Basic
    Halfling
    To Acquire:
    Dexterity
    Acrobatics. 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.

    Spoiler:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.

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

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

    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.

    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 Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 3 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 3 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 4 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 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 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 Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 10 Agna/Grimsnik
    Blessing of 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 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 Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 14 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 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 Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: City Gate
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Nettlemaze
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, None

    Location #3: Town Square
    At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
    M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Bigguyinblack, None

    Town Square Card 1 (Haste):
    Haste
    RotR
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Town Square Card 2:
    Find Traps
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Town Square Card 3:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.
    Town Square Card 4:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.
    Town Square Card 5:
    Erylium
    RotR
    Villain 1
    Type: Monster
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 14
    OR Arcane 10
    Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman.
    If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
    "Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium
    Town Square Card 6:
    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.
    Town Square Card 7:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Town Square Card 8:
    Ring of Protection
    RotR
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

    Location #4: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Ezren/Matsu_Kurisu, Zadim/AAUGHWHY, None
    Apothecary Card 1 (Holy Light):
    Holy Light
    RotR
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Apothecary Card 2:
    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.
    Apothecary Card 3:
    Longsword
    RotR
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; 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.
    Apothecary Card 4:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Apothecary Card 7:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.

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

    Location #6: General Store
    Closed
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    General Store Card 1:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    General Store Card 2:
    Codex
    RotR
    Item B
    Traits:
    Basic
    Book
    To Acquire:
    Intelligence
    Knowledge 8
    Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
    General Store Card 3:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    General Store Card 4:
    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.

  • Dark Archive

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

    Out of Turn Updates

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

    Blessing = #13 Ezren/Matsu Kurisu: Blessing of the Gods

    Start of Turn

    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. ac Detect Evil - Yes

    At: #4: Apothecary

    Give: No
    Move: #3: Town Square
    At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.

    Free explore = 1: Haste, Spell 2: Arcane 8

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

    Arcane 1d12+1+2, Reveal Spellbook +1d4
    Arcane 8: 1d12 + 1 + 2 + 1d4 ⇒ (9) + 1 + 2 + (2) = 14 - acquired

    Recovery Haste, explore = 2: Find Traps, Spell B: Wisdom 6

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

    Wisdom 1d8, Recharge ac Acolyte +1d6
    Wisdom 6: 1d8 + 1d6 ⇒ (4) + (6) = 10- acquired

    Ezren recharge spell(ac Detect Evil) to examine (3: Guide, Ally B)

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Spellbook +1d4
    Haste: Arcane 10: 1d12 + 1 + 2 + 1d4 ⇒ (4) + 1 + 2 + (1) = 8 -> Haste discarded.

    Ezren (Core) resets their hand.
    Discard
    Draw Nil

    Summary
    Location = #3: Town Square
    Acquired = 1: Haste, 2: Find Traps
    Banished =
    Examined = 3: Guide

    Location =
    Acquired =
    Examined =

    From Box =

    Displayed =
    Give =

    Used =

    Other =
    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Pyrotechnic Blast, Spellbook, lt Sihedron Medallian, ac Find Traps, ac Glibness,

    Displayed:
    Deck: 15 Discard: 1 Buried: 2
    Hero Points: 2
    NOTES:
    Available Support: Distant: Glibness +3 on CHA 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): ac Strength, Thieves' Tools, Ukobach, Burning Snot, Sphere of Fire, Fire Snake, Acid Splash, Grave Tender, ac Guidance
    Recharged: Life Drain, ac Potion of Gracefulness, Mind Thrust, Hungry Ghost Monk, ac Acolyte, ac Detect Evil,
    Discard Pile: ac Haste,
    Buried Pile: Binder's Tome, ac Guidance 2,

    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
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).

    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 Apothecary.

    Examine Apothecary card 1: Holy Light. Discard Mist Horn to encounter it.

    Apothecary Card 1: Holy Light:

    RotR
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    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.

    divine 8: 1d10 + 4 ⇒ (10) + 4 = 14

    Recharge Staff of Minor Healing then banish potion of healing on myself: 1d4 + 1 ⇒ (3) + 1 = 4

    Take my free explore.

    Apothecary Card 2: 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.

    Auto acquire. Discard Pharasma's Knowing to draw 2 cards: Staff of Minor Healing (Core) and Mist Horn (Core). Recharge Mist Horn (Core) and Cat (Core). Then explore.

    Apothecary Card 3: Longsword:

    RotR
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; 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.

    Banished. Recharge Staff of Minor Healing (Core) then end turn.

    Estra wrote:

    Hand: Honaire, Cloak of Elvenkind, Holy Light, Blessing of Gorum, Cure (Core), Holy Light (Core),

    Displayed: Spiked Half-Plate,
    Deck: 12 Discard: 1 Buried: 0
    "Current Location: Apothecary
    Hero Points: 2"
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    Blessing of Gorum: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check.
    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mist Horn (Core), Staff of Minor Healing (Core), Cat (Core), The Dance, Crowbar (core), The Paladin, Bodyguard, Viper Strike (Core), Night Watch, Divine Insight, Giantbane Greataxe, Frozen Touch
    Recharged:
    Discard Pile: Pharasma's Knowing,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Honaire
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ 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.
    (Boon) When Estra draws her starting hand she may draw a card then recharge a card.

    Apothecary cards 1 and 2 acquired. Card 3 banished.


    Deck Handler

    Hourglass: Blessing of Desna

    Move: Town Square

    A guide flees from Agna as she moves into the town square. Survival 7: 1d8 + 3 ⇒ (3) + 3 = 6 Fail. Discard Prayer to examine top card then may explore- Standard Bearer. Exploring

    A standard bearer walks away as well. Cha 6: 1d6 ⇒ 5

    EOT- Examine top card- Erylium
    Discard Bastion Boots and Longsword (core)

    Agna wrote:

    Hand: Horse, Bastard Sword, Warhammer +1, Wooden Shield, Blessing of the Gods, Conch Shell,

    Displayed:
    Deck: 8 Discard: 3 Buried: 1
    Hero Points: 3
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
    Other: Re-roll:available, Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bat (core), Blessing of Gorum, Cruel Longsword, Sands of the Hour, Covering Heavy Shield
    Recharged: Dog (core), Pig, Droogami (core),
    Discard Pile: Prayer, Longsword (Core), Bastion Boots,
    Buried Pile: Repelling Pike +1,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([ ]or bottom) card of your location deck

    Town Square
    #3 & 4 banished
    #5 Examined- Erylium


    Zadim's Deck Handler

    Hour is Blessing of Shelyn

    Display Armored Coat

    Zadim suits up and moves to the Town Square to take out Card 5: Erylium. He approaches the outsider as his companions take on their sinspawn guard! Estra may guard the apothecary. Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman. I think Agna would be the best person to do this?

    Wrathful Sinspawn:
    Henchman
    Type: Monster
    Traits: Aberration
    To Defeat: Combat 9
    Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn. If defeated, you may immediately attempt to close this location.

    Villain Fight:
    Reveal Snakebite Dagger for Stealth+1d4+1. Recharge Swordcane to add stealth. Reload Spider Venom to add 1d4

    Combat 14: 2d8 + 2d4 + 7 ⇒ (7, 6) + (4, 4) + 7 = 28 Villain Defeated!


    Deck Handler Desired Upgrades

    Intelligence 6 to guard Apothecary using one of the 3 available blessings: 2d8 ⇒ (8, 7) = 15


    Deck Handler

    Agna charges with her bastard sword at the sinspawn. Wisdom 6: 1d8 ⇒ 8
    Combat 9: 1d10 + 3 + 2d10 ⇒ (3) + 3 + (4, 1) = 11 Reveal and Discard Bastard Sword


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    COMPLETED SCENARIO 2-2A: NIGHT ON THE TOWN
    Development
    You rudely dismiss the demonling and her minions. The wedding party has all but fled, and you should probably go too. The fathers of the grooms shove some coins in your purses and have you ushered out of the Alabaster District. Magnimar’s elite appreciates being saved, but not to the point of sullying its white gloves with a handshake.
    Well, at least you have room and board for the night. Back to Dockway you go, hoping your rooms have been rebuilt enough for you to get some slumber. Or at least a bath. Or three.

    Reward
    Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    Note this reward on your Chronicle sheet, and cross it off when used.

    Acquired Cards (* = Plunder)
    Acolyte (Ally B)
    Night Watch (Ally B)
    Wooden Shield (Armor B)
    Blessing of Gorum (Blessing B)
    Potion of Gracefulness (Item 1)
    Potion of Healing (Item B)
    Cloak of Elvenkind (Item 2)
    Strength (Spell B)
    Haste (Spell 2)
    Guidance (Spell B)
    Detect Evil (Spell B)
    Find Traps (Spell B)
    Glibness (Spell B)
    Holy Light (Spell B)
    Guidance (Spell B)
    Shortbow (Weapon B)
    Warhammer +1 (Weapon B)

    Weapon 00
    Spell 02000000
    Armor 0
    Item 102
    Ally 00
    Blessing 0

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

    Please post rolls, decisions, etc in discussion thread


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    2-2B: LIFE’S TOUGH IN THE BIG CITY

    There is no place more storied in Magnimar than Underbridge. (That’s the area under the crumbling remains of the Irespan.) And unfortunately, that’s where you find yourself today.
    Earlier in the day, after word spread of your rescue of the wedding party in the Alabaster District, you were visited by members of the city watch. A Lieutenant Kasadei sought your services.
    “We could use some help,” Kasadei explained. “The rogues’ guilds of Underbridge are a nasty sort. And right now, they look to come to blows. Now there’s only so much the watch can do to prevent their turf wars from spilling into the streets and harming the innocent. Heck, even harming the guilty is pretty hard to prevent.”
    “But if you’re willing, you might be able to stem some of the bloodshed. The various Sczarni gangs—the Gallowed, the Creepers, the Washside Wranglers, the Tower Girls, Doolun’s Lads, and the Wreckwash Blades—all are seeking the return of their stolen property. Each of them has had some specific things stolen, or kidnapped, or what have you. Of course, they’re not going to accept our help in getting them back from each other. But they don’t know you. All they know is that you broke up a nasty scrape last night. So you’ve got that reputation going. Maybe the gangs’ll respect it?”

    The rationale and the pay seemed like a good match to you. So now you’re in Underbridge, thinking about what you got yourself into. The watch pays well enough, and it’s something to do while you wait for passage to Hollow Mountain. But there sure are a lot of sketchy folk down here.

    PLAYERS LOCATIONS
    1 JUNK BEACH
    1 SHADOW CLOCK
    1 THE RUSTY DRAGON
    2 WARRENS
    3 WOODEN BRIDGE
    4 PRISON
    5 SHRINE TO LAMASHTU
    6 TREACHEROUS CAVE

    DURING THIS SCENARIO
    When you would encounter a boon, shuffle it into another
    open location deck instead; if you are at the only open location,
    shuffle it into your location deck. Then, each character at your
    location summons and encounters the henchman Bandit. After all
    henchman encounters are resolved, if at least 1 character defeated
    her henchman, examine your location deck, then roll 1d6:

  • 1: The Gallowed—If there are at least 4 weapons in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.

    To win the scenario, close all of the locations.

    VILLAIN: NONE
    HENCHMEN: NONE


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    During This Adventure:

    During This Scenario: 2-2B: LIFE’S TOUGH IN THE BIG CITY

    When you would encounter a boon, shuffle it into another
    open location deck instead; if you are at the only open location,
    shuffle it into your location deck. Then, each character at your
    location summons and encounters the henchman Bandit. After all
    henchman encounters are resolved, if at least 1 character defeated
    her henchman, examine your location deck, then roll 1d6:

  • 1: The Gallowed—If there are at least 4 weapons in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.

    To win the scenario, close all of the locations.

    Additional Rules: VILLAIN: NONE
    HENCHMEN: NONE

    Others :

    Scenario Level (#): 2

    Turn: 0, Agna/Grimsnik

    Random Cards:

    Monsters
    Spoiler:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.

    Spoiler:
    Bunyip
    RotR
    Monster B
    Traits:
    Aquatic
    Bunyip
    Elite
    To Defeat:
    Combat 9
    Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.

    Spoiler:
    Diseased Rats
    RotR
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity
    Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Spoiler:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.

    Spoiler:
    Carrionstorm
    RotR
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

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

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

    Spoiler:
    Zombie Nest
    RotR
    Barrier 2
    Traits:
    Basic
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

    Spoiler:
    Trapped Locker
    RotR
    Barrier B
    Traits:
    Basic
    Cache
    Lock
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Weapons
    Spoiler:
    Heavy Pick +1
    RotR
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

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

    Spoiler:
    Light Crossbow
    RotR
    Weapon B
    Traits:
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Spoiler:
    Dogslicer
    RotR
    Weapon 1
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

    Spells
    Spoiler:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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:
    Frost Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Glibness
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spoiler:
    Force Missile
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Force
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Magic Chain Mail
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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:
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Spoiler:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    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:
    Blast Stone
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Object
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    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:
    Holy Water
    RotR
    Item B
    Traits:
    Basic
    Divine
    Liquid
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Discard this card to evade a bane with the Undead trait.
    Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
    Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.

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

    Spoiler:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    Spoiler:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    Spoiler:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

    Spoiler:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: 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 ?: 0
    Located/Displayed Here: None

    Location #5: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 0
    Located/Displayed Here: None

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


  • Deck Handler Desired Upgrades

    Starting location Prison.

    Estra wrote:

    Hand: Honaire, Crowbar (core), Giantbane Greataxe, Staff of Minor Healing (Core), Cat (Core), Bodyguard,

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

    Blessings are available for use.

    Cat (Core): On a local check against a spell, recharge to add 1d4.

    Bodyguard: When a local character suffers damage, recharge to reduce it by 3.
    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): Frozen Touch, The Dance, Viper Strike (Core), Mist Horn (Core), Cure (Core), Pharasma's Knowing, Spiked Half-Plate, The Paladin, Enhance, Divine Insight, Holy Light (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
    Proficiencies:
    Light Armors
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
    (Boon) When Estra draws her starting hand she may draw a card then recharge a card.

    Draw a card: Mist Horn (Core). Recharge a card: Mist Horn (Core).

    Dark Archive

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

    Ezren - Start 2.2
    - 2-2B: LIFE’S TOUGH IN THE BIG CITY

    Card Upgrade
    = Glamour in, New slot

    Loot swaps
    = Sihedron Medallion, Wand of Detect Magic out

    Starting location
    #1: Junk Beach

    Starting Hand
    "

    Ezren (Core) wrote:

    Hand: Ukobach, Pyrotechnic Blast, Fire Snake, Hungry Ghost Monk, Cure, Spellbook,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    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): Burning Snot, Thieves' Tools, Acid Splash, Glamour, Binder's Tome, lt Sihedron Medallian, Mind Thrust, Grave Tender, Hungering Staff, Sphere of Fire, Life Drain
    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
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    ☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zadim's Deck Handler

    Starting Location: Junk Beach

    "

    Zadim wrote:

    Hand: The Inquisitor, Short Sword (Core), Armored Coat (Core), Sword Cane (Core), Spider Venom,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+3 to local combat (Use Swordcane)

    The Inquisitor: Discard to bless. Ignore Resistances and immunities

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pharasma's Knowing, Slick Leather, Orison, Priest of Abadar, Rapier (Core), Keen Rapier, Elixir of Energy Resistance, Snakebite Dagger, Belt of Physical Prowess, Snake (Core), Spider (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

    "


    Deck Handler

    Starting Location: Rusty Dragon

    Agna wrote:

    Hand: Blessing of the Gods, Pig, Droogami (core), Dog (core), Repelling Pike +1, Conch Shell,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
    Other: Re-roll:available, Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Covering Heavy Shield, Sands of the Hour, Horse, Cruel Longsword, Blessing of Gorum, Prayer, Longsword (Core), Bastion Boots, Bat (core), Bastard Sword
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([ ]or bottom) card of your location deck


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

    During This Adventure:

    During This Scenario: 2-2B: LIFE’S TOUGH IN THE BIG CITY

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:

    Gang Info:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • To win the scenario, close all of the locations.

    Additional Rules: 2-2B Tracking Sheet
    2-2A Benefit - Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    Ezren/MatsuKurisu ☐ | Estra/Bigguyinblack ☐ | Agna/Grimsnik ☐ | Zadim/AAUGHWHY ☐
    VILLAIN: NONE
    HENCHMEN: NONE

    Others :

    Scenario Level (#): 2

    Turn: 1, Zadim/AAUGHWHY

    Random Cards:

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

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

    Spoiler:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.

    Spoiler:
    Cultist
    RotR
    Monster B
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.

    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:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Spoiler:
    Skeleton Horde
    RotR
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

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

    Spoiler:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

    Spoiler:
    Zombie Nest
    RotR
    Barrier 2
    Traits:
    Basic
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

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

    Spoiler:
    Throwing Axe
    RotR
    Weapon B
    Traits:
    Axe
    Elite
    Ranged
    Slashing
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Heavy Pick +1
    RotR
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Spoiler:
    Glaive
    RotR
    Weapon B
    Traits:
    2-Handed
    Elite
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

    Spells
    Spoiler:
    Invisibility
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster.
    Discard this card to succeed at your Stealth check.
    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:
    Detect Magic
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

    Spoiler:
    Web
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Sanctuary
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    Mental
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
    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:
    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.

    Armors
    Spoiler:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Spoiler:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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:
    Shield of Fire Resistance
    RotR
    Armor 1
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy 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.

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

    Spoiler:
    Potion of Gracefulness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at an Acrobatics check.

    Allies
    Spoiler:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    Spoiler:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

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

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

    Spoiler:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.

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

    Spoiler:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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

    Spoiler:
    Blessing of 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: 29

    Hourglass

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

    Location #1: Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, Zadim/AAUGHWHY, None

    Junk Beach Card 1:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Junk Beach Card 2:
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Junk Beach Card 3:
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
    Junk Beach Card 4:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Junk Beach Card 5:
    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.
    Junk Beach Card 6:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
    Junk Beach Card 7:
    Wand of Force Missile
    RotR
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Junk Beach Card 8:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.
    Junk Beach Card 9:
    Falling Bell
    RotR
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

    Location #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Shadow Clock Card 1:
    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.
    Shadow Clock Card 2:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Shadow Clock Card 3:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Shadow Clock Card 4:
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Shadow Clock Card 5:
    Attic Whisperer
    RotR
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    Guidance
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 2
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.
    Shadow Clock Card 8:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Shadow Clock Card 9:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, None
    The Rusty Dragon Card 1:
    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.
    The Rusty Dragon Card 2:
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    The Rusty Dragon Card 3:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.
    The Rusty Dragon Card 4:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    The Rusty Dragon Card 5:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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.
    The Rusty Dragon Card 6:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.
    The Rusty Dragon Card 7:
    Mystic Inscription
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Magic
    To Defeat:
    Intelligence
    Arcane 10
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.
    The Rusty Dragon Card 8:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.
    The Rusty Dragon Card 9:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    Location #4: 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 ?: 0
    Located/Displayed Here: None
    Warrens Card 1:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    Warrens 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.
    Warrens Card 3:
    War Razor +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
    Warrens Card 4:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 5:
    Ven Vinder
    RotR
    Ally 1
    Traits:
    Human
    Shopkeeper
    To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.
    Warrens Card 6:
    Skeleton
    RotR
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
    Warrens Card 7:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Warrens Card 8:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Warrens Card 9:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Location #5: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 0
    Located/Displayed Here: None
    Wooden Bridge Card 1:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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.
    Wooden Bridge Card 2:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    Wooden Bridge Card 3:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Wooden Bridge Card 4:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Wooden Bridge 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.
    Wooden Bridge Card 6:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.
    Wooden Bridge Card 7:
    Siren
    RotR
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Wooden Bridge Card 8:
    Cyrdak Drokkus
    RotR
    Ally 1
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d6 to your check to acquire an ally.
    Banish this card to return an ally from your discard pile to your hand.
    Wooden Bridge Card 9:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

    Location #6: Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, None
    Prison Card 1:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    Prison Card 2:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.
    Prison Card 3:
    Diseased Rats
    RotR
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity
    Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
    Prison Card 4:
    Goblin Snake
    RotR
    Monster 1
    Traits:
    Aberration
    Basic
    To Defeat:
    Combat 8
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
    Prison Card 5:
    Cultist
    RotR
    Monster B
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.
    Prison Card 6:
    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.
    Prison Card 7:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Prison Card 8:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
    Prison Card 9:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.


    Zadim's Deck Handler

    Hour is Blessing of the Gods

    Display Armored Coat and Spider Venom

    Move to Wooden Bridge

    Explore 1. Encounter Card 1: Magic Leather Armor. Move it to Junk Beach. Encounter Bandit.

    Bandit:
    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    Recharge Sword Cane for the BA. Reveal Shortsword for Stealth+1d6

    Combat 8: 1d8 + 1d6 + 4 ⇒ (3) + (1) + 4 = 8 Defeated

    Examine Location. No boon type has more than 4, so gang doesn't matter.

    Discard The Inquisitor to explore again. Encounter Skinsaw Ritual. Encounter Skinsaw Cultist. Reveal Shortsword for Stealth+1d6. Reload Spider Venom to add 1d4. Recharge Shortsword to add my INT.

    Combat 11: 2d8 + 1d6 + 1d4 + 4 ⇒ (8, 2) + (6) + (2) + 4 = 22 Defeated

    "

    Zadim wrote:

    Hand: Pharasma's Knowing, Rapier (Core), Elixir of Energy Resistance, Snake (Core), Spider Venom,

    Displayed: Armored Coat (Core),
    Deck: 9 Discard: 1 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+3 to local combat (Use)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Priest of Abadar, Slick Leather, Keen Rapier, Belt of Physical Prowess, Spider (Core), Orison, Snakebite Dagger
    Recharged: Sword Cane (Core), Short Sword (Core),
    Discard Pile: The Inquisitor,
    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
    Proficiencies:
    Light Armor, Weapon, Poison
    POWERS:
    You may recharge a card to examine the top card of your location deck.
    You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead) trait.
    You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill to a combat check by a character at your location

    "

    Display Spider Venom and Elixir of Energy Resistance


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

    During This Adventure:

    During This Scenario: 2-2B: LIFE’S TOUGH IN THE BIG CITY

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:

    Gang Info:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • To win the scenario, close all of the locations.

    Additional Rules: 2-2B Tracking Sheet
    2-2A Benefit - Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    Ezren/MatsuKurisu ☐ | Estra/Bigguyinblack ☐ | Agna/Grimsnik ☐ | Zadim/AAUGHWHY ☐
    VILLAIN: NONE
    HENCHMEN: NONE

    Others :

    Scenario Level (#): 2

    Turn: 2, Ezren/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Ghoul
    RotR
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Spoiler:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Spoiler:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.

    Spoiler:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Spoiler:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.

    Barriers
    Spoiler:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

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

    Spoiler:
    Battered Chest
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Spoiler:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

    Weapons
    Spoiler:
    Dagger
    RotR
    Weapon B
    Traits:
    Basic
    Knife
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spoiler:
    Scimitar
    RotR
    Weapon B
    Traits:
    Elite
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Longsword
    RotR
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; 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:
    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:
    Starknife
    RotR
    Weapon B
    Traits:
    Elite
    Finesse
    Knife
    Melee
    Piercing
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spells
    Spoiler:
    Invisibility
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster.
    Discard this card to succeed at your Stealth check.
    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:
    Arcane Armor
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

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

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

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


    Spoiler:
    Levitate
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Spoiler:
    Arrow Catching Studded Leather
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 1.
    Recharge this card to reduce Ranged Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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:
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Chain Mail
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with 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 Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    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:
    Potion of Gracefulness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at an Acrobatics check.

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

    Spoiler:
    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.

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

    Spoiler:
    Merchant
    RotR
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.

    Spoiler:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    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:
    Troubadour
    RotR
    Ally B
    Traits:
    Basic
    Halfling
    To Acquire:
    Dexterity
    Acrobatics. 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.

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

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

    Spoiler:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Current Hour:

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

    Hours Remaining: 28

    Hourglass

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

    Location #1: Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, Magic Leather Armor

    Junk Beach Card 1:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
    Junk Beach Card 2:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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.
    Junk Beach Card 3:
    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.
    Junk Beach Card 4:
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
    Junk Beach Card 5:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.
    Junk Beach Card 6:
    Wand of Force Missile
    RotR
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Junk Beach Card 7:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Junk Beach Card 8:
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Junk Beach Card 9:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Junk Beach Card 10:
    Falling Bell
    RotR
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

    Location #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Shadow Clock Card 1:
    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.
    Shadow Clock Card 2:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Shadow Clock Card 3:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Shadow Clock Card 4:
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Shadow Clock Card 5:
    Attic Whisperer
    RotR
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    Guidance
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 2
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.
    Shadow Clock Card 8:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Shadow Clock Card 9:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, None
    The Rusty Dragon Card 1:
    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.
    The Rusty Dragon Card 2:
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    The Rusty Dragon Card 3:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.
    The Rusty Dragon Card 4:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    The Rusty Dragon Card 5:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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.
    The Rusty Dragon Card 6:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.
    The Rusty Dragon Card 7:
    Mystic Inscription
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Magic
    To Defeat:
    Intelligence
    Arcane 10
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.
    The Rusty Dragon Card 8:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.
    The Rusty Dragon Card 9:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    Location #4: 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 ?: 0
    Located/Displayed Here: None
    Warrens Card 1:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    Warrens 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.
    Warrens Card 3:
    War Razor +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
    Warrens Card 4:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 5:
    Ven Vinder
    RotR
    Ally 1
    Traits:
    Human
    Shopkeeper
    To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.
    Warrens Card 6:
    Skeleton
    RotR
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
    Warrens Card 7:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Warrens Card 8:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Warrens Card 9:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Location #5: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 0
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Wooden Bridge Card 1 (Warlord):
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Wooden Bridge Card 2 (Soldier):
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Wooden Bridge Card 3 (Blessing of Calistria):
    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.
    Wooden Bridge Card 4 (Toad):
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.
    Wooden Bridge Card 5 (Siren):
    Siren
    RotR
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Wooden Bridge Card 6 (Cyrdak Drokkus):
    Cyrdak Drokkus
    RotR
    Ally 1
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d6 to your check to acquire an ally.
    Banish this card to return an ally from your discard pile to your hand.
    Wooden Bridge Card 7 (Scout):
    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.

    Location #6: Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, None
    Prison Card 1:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    Prison Card 2:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.
    Prison Card 3:
    Diseased Rats
    RotR
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity
    Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
    Prison Card 4:
    Goblin Snake
    RotR
    Monster 1
    Traits:
    Aberration
    Basic
    To Defeat:
    Combat 8
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
    Prison Card 5:
    Cultist
    RotR
    Monster B
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.
    Prison Card 6:
    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.
    Prison Card 7:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Prison Card 8:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
    Prison Card 9:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    Dark Archive

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

    Out of Turn Updates

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

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

    Start of Turn

    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Burning Snot - Yes

    At: #1: Junk Beach

    Give: No
    Move: #5: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.

    Free explore = 1: Warlord, Monster B: Combat 11(9+2)

    Spoiler:
    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.

    Recovery Burning Snot 1d12+1+2+1d6, Discard Hungry Ghost Monk +1d6, Warlord -3
    Combat 11: 1d12 + 1 + 2 + 1d6 + 1d6 - 3 ⇒ (1) + 1 + 2 + (6) + (5) - 3 = 12 - banished

    Discard Ukobach, draw (Life Drain), explore +1 fire on combat =
    Scenario effect: Move #5: Wooden Bridge: 2: Soldier to Rusty Dragon
    Zadim encounters Bandit: Henchman

    Ezren encounters Bandit: Henchman: Combat 8

    Spoiler:
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    BYA Recharge Cure
    Recovery Life Drain 1d12+1+2+2d4,
    Combat 8: 1d12 + 1 + 2 + 2d4 ⇒ (7) + 1 + 2 + (3, 3) = 16 - banished
    Life Drain heal(Ukobach)

    No chance to close

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Spellbook +1d4
    Burning Snot: Arcane 7: 1d12 + 1 + 2 + 1d4 ⇒ (7) + 1 + 2 + (4) = 14 -> Burning Snot recharged .
    Life Drain: Arcane 9: 1d12 + 1 + 2 + 1d4 ⇒ (8) + 1 + 2 + (1) = 12 -> Life Drain recharged .

    Ezren (Core) resets their hand.
    Discard
    Draw Cure, Glamour, Acid Splash

    Summary
    Location = #5: Wooden Bridge
    Acquired =
    Banished = 1: Warlord
    Examined =

    Location =
    Acquired =
    Examined =

    From Box =

    Displayed =
    Give =

    Used =

    Other = Move #5: Wooden Bridge: 2: Soldier to Rusty Dragon
    Zadim encounters Bandit: Henchman

    Location Status Sheet

    "

    Ezren (Core) wrote:

    Hand: Fire Snake, Pyrotechnic Blast, Spellbook, Cure, Glamour, Acid Splash,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    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): Hungry Ghost Monk, lt Sihedron Medallian, Thieves' Tools, Mind Thrust, Binder's Tome, Grave Tender, Sphere of Fire, Hungering Staff, Ukobach
    Recharged: Burning Snot, Life Drain,
    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
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    ☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler Desired Upgrades

    Blessing of Desna in effect.

    Examine Prison Card 1: Burglar. Discard Cat (Core) to encounter it. Move Burglar to The Rusty Dragon. Encounter Bandit. BYA recharge Crowbar (core).

    combat 9 +2 +2 revealing Giantbane Greataxe, reloading Honaire: 1d4 + 1d12 + 1d6 + 3 ⇒ (3) + (2) + (1) + 3 = 9

    folio reroll on the d12: 1d12 ⇒ 3

    Recharge Bodyguard to prevent the damage. Then bury bottom card of my deck: Bodyguard. Take free explore. Half-Plate. Move to Junk Beach. End turn.

    Estra wrote:

    Hand: Honaire, Cure (Core), Giantbane Greataxe, Staff of Minor Healing (Core), Divine Insight, The Dance,

    Displayed:
    Deck: 9 Discard: 1 Buried: 1
    "Current Location: Prison
    Hero Points: 2"
    "NOTES:
    Available Support: Folio reroll: Used

    Blessings are available for use.

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

    The Dance: On another character's check, discard to bless twice.
    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Paladin, Pharasma's Knowing, Enhance, Frozen Touch, Viper Strike (Core), Holy Light (Core), Spiked Half-Plate
    Recharged: Mist Horn (Core), Crowbar (core),
    Discard Pile: Cat (Core),
    Buried Pile: Bodyguard,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Honaire
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ 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.
    (Boon) When Estra draws her starting hand she may draw a card then recharge a card.

    Prison card 1 Burglar shuffled into The Rusty Dragon. Card 2 Half-Plate shuffled into Junk Beach.


    Deck Handler Desired Upgrades

    Edit. Fought the wrong bandit and actually defeated it. Redoing turn from that point.

    After defeating Bandit redraw Honaire and d6 roll doesn't matter. Free explore Half-Plate moved to Junkyard. Must face another Bandit. BYA recharge Bodyguard.

    combat 8 revealing Giantbane Greataxe, reloading Honaire: 1d4 + 1d12 + 1d6 + 3 ⇒ (2) + (6) + (1) + 3 = 12

    Draw a card from succeeding at a combat check: Honaire. d6 roll still doesn't matter. Use Staff of Minor Healing (Core). End turn.

    Estra wrote:

    Hand: Honaire, The Paladin, Giantbane Greataxe, Holy Light (Core), Enhance, Frozen Touch,

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

    Blessings are available for use.

    Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
    At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Crowbar (core), Cat (Core), Divine Insight, Pharasma's Knowing, Viper Strike (Core), The Dance, Cure (Core), Mist Horn (Core), Spiked Half-Plate, Bodyguard
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Honaire
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ 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.
    (Boon) When Estra draws her starting hand she may draw a card then recharge a card.

    Prison card 1 Burglar shuffled into The Rusty Dragon. Card 2 Half-Plate shuffled into Junk Beach.


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

    Zadim must encounter a bandit from Ezren's turn

    During This Adventure:

    During This Scenario: 2-2B: LIFE’S TOUGH IN THE BIG CITY

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:

    Gang Info:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • To win the scenario, close all of the locations.

    Additional Rules: 2-2B Tracking Sheet
    2-2A Benefit - Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    Ezren/MatsuKurisu ☐ | Estra/Bigguyinblack ☐ | Agna/Grimsnik ☐ | Zadim/AAUGHWHY ☐
    VILLAIN: NONE
    HENCHMEN: NONE

    Others :

    Bandit:

    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    Scenario Level (#): 2

    Turn: 4, Agna/Grimsnik

    Random Cards:

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

    Spoiler:
    Ghoul
    RotR
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Spoiler:
    Goblin Snake
    RotR
    Monster 1
    Traits:
    Aberration
    Basic
    To Defeat:
    Combat 8
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

    Spoiler:
    Hell Hound
    RotR
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

    Barriers
    Spoiler:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

    Spoiler:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Spoiler:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Spoiler:
    Treasure Map
    RotR
    Barrier B
    Traits:
    Basic
    Cache
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

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

    Spoiler:
    Longsword
    RotR
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; 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:
    Longsword
    RotR
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; 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:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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:
    Sling
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

    Spells
    Spoiler:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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:
    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:
    Enfeeble
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Lightning Touch
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Levitate
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Arrow Catching Studded Leather
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 1.
    Recharge this card to reduce Ranged Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Wooden Shield
    RotR
    Armor B
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge 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.

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

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

    Items
    Spoiler:
    Tome of Knowledge
    RotR
    Item B
    Traits:
    Book
    Elite
    Magic
    To Acquire:
    Intelligence
    Knowledge 5
    Reveal this card to add 1d6 to a Knowledge check.
    Recharge this card to succeed at your Knowledge check.

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

    Spoiler:
    Potion of Gracefulness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at an Acrobatics check.

    Spoiler:
    Codex
    RotR
    Item B
    Traits:
    Basic
    Book
    To Acquire:
    Intelligence
    Knowledge 8
    Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

    Allies
    Spoiler:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.

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

    Spoiler:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

    Spoiler:
    Troubadour
    RotR
    Ally B
    Traits:
    Basic
    Halfling
    To Acquire:
    Dexterity
    Acrobatics. 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.

    Spoiler:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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

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

    Spoiler:
    Blessing of 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 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 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.

    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: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Ezren/Matsu_Kurisu
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 3 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Estra/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 4 Agna/Grimsnik
    Blessing of 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 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 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 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 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 Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 12 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 12 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 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 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 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 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 16 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 16 Agna/Grimsnik
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 17 Zadim/AAUGHWHY
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 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 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 20 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 20 Agna/Grimsnik
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 Ezren/Matsu_Kurisu
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 24 Agna/Grimsnik
    Blessing of 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 25 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 25 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 26 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 26 Ezren/Matsu_Kurisu
    Blessing of 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.

    Location #1: Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 3 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Magic Leather Armor, Half-Plate

    Junk Beach Card 1:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Junk Beach Card 2:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.
    Junk Beach Card 3:
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Junk Beach Card 4:
    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.
    Junk Beach Card 5:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
    Junk Beach Card 6:
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
    Junk Beach Card 7:
    Wand of Force Missile
    RotR
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Junk Beach Card 8:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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.
    Junk Beach Card 9:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.
    Junk Beach Card 10:
    Falling Bell
    RotR
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
    Junk Beach Card 11:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Location #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Shadow Clock Card 1:
    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.
    Shadow Clock Card 2:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Shadow Clock Card 3:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Shadow Clock Card 4:
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Shadow Clock Card 5:
    Attic Whisperer
    RotR
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    Guidance
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 2
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.
    Shadow Clock Card 8:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Shadow Clock Card 9:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, Soldier, Burglar
    The Rusty Dragon Card 1:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    The Rusty Dragon Card 2:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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.
    The Rusty Dragon Card 3:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    The Rusty Dragon Card 4:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    The Rusty Dragon Card 5:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.
    The Rusty Dragon Card 6:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.
    The Rusty Dragon Card 7:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.
    The Rusty Dragon Card 8:
    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.
    The Rusty Dragon Card 9:
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    The Rusty Dragon Card 10:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.
    The Rusty Dragon Card 11:
    Mystic Inscription
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Magic
    To Defeat:
    Intelligence
    Arcane 10
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.

    Location #4: 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 ?: 0
    Located/Displayed Here: None
    Warrens Card 1:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    Warrens 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.
    Warrens Card 3:
    War Razor +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
    Warrens Card 4:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 5:
    Ven Vinder
    RotR
    Ally 1
    Traits:
    Human
    Shopkeeper
    To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.
    Warrens Card 6:
    Skeleton
    RotR
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
    Warrens Card 7:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Warrens Card 8:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Warrens Card 9:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Location #5: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, Zadim/AAUGHWHY, None
    Wooden Bridge Card 1 (Blessing of Calistria):
    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.
    Wooden Bridge Card 2 (Toad):
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.
    Wooden Bridge Card 3 (Siren):
    Siren
    RotR
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Wooden Bridge Card 4 (Cyrdak Drokkus):
    Cyrdak Drokkus
    RotR
    Ally 1
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d6 to your check to acquire an ally.
    Banish this card to return an ally from your discard pile to your hand.
    Wooden Bridge Card 5 (Scout):
    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.

    Location #6: Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, None
    Prison Card 1 (Diseased Rats):
    Diseased Rats
    RotR
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity
    Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
    Prison Card 2 (Goblin Snake):
    Goblin Snake
    RotR
    Monster 1
    Traits:
    Aberration
    Basic
    To Defeat:
    Combat 8
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
    Prison Card 3 (Cultist):
    Cultist
    RotR
    Monster B
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.
    Prison Card 4 (Ambush):
    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.
    Prison Card 5 (Staff of Minor Healing):
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Prison Card 6 (Collapsed Ceiling):
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
    Prison Card 7 (Standard Bearer):
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.


    Deck Handler

    Hourglass: Blessing of the Gods

    Move: Prison

    #1 Diseased Rats. Agna stabs at the rats with her pike. Combat 11: 1d10 + 3 + 1d8 + 1 ⇒ (3) + 3 + (2) + 1 = 9 Re-roll d8: 1d8 + 7 ⇒ (4) + 7 = 11 Reveal Repelling Pike +1. Using promo re-roll. Recharge Dog(core) to explore and ignore BYA.

    #2 Goblin Snake. Agna and her hound corner the Goblin Snake. Combat 8: 1d10 + 3 + 1d8 + 1 ⇒ (6) + 3 + (4) + 1 = 14 Reveal Repelling Pike +1.

    Agna scrys on The Shadow Clock to see a Locked Stone Door. Play Conch Shell to examine card #1 of Shadow Clock. Recharge Pig to explore

    #3 Cultist. As her pig distracts the cultist and stabs him. Combat 9: 1d10 + 3 + 1d8 + 1 ⇒ (6) + 3 + (5) + 1 = 15 Reveal Repelling Pike +1. Recharge Droogami(core) to move to Junk Beach

    Junk Beach #1 Bugbear. Agna finds a Bugbear roaming the Junk Beach. Combat 10: 1d10 + 3 + 1d8 + 1 + 1d4 ⇒ (5) + 3 + (2) + 1 + (1) = 12 Reveal Repelling Pike +1 and add bonus from Droogami(core)

    EOT- Examine top card- Half Plate
    Recovery Conch Shell Perception 7: 1d8 + 4 ⇒ (2) + 4 = 6

    Agna wrote:

    Hand: Blessing of the Gods, Cruel Longsword, Prayer, Horse, Repelling Pike +1, Covering Heavy Shield,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
    Other: Re-roll:used. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, Bastion Boots, Longsword (Core), Sands of the Hour, Bastard Sword, Bat (core)
    Recharged: Dog (core), Pig, Droogami (core),
    Discard Pile: Conch Shell,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([ ]or bottom) card of your location deck

    Prison
    Banish 1-3
    Shadow Clock
    Examine 1- Locked Stone Door
    Junk Beach- current location
    Banish 1
    Examine 2- Half Plate
    Promo re-roll used


    Zadim's Deck Handler

    Encounter Bandit on Ezren's turn. Recharge Snake. Reveal Rapier for Acrobatics+1d8.

    Combat 8: 2d8 + 4 ⇒ (6, 5) + 4 = 15

    Hour is Blessing of the Gods

    Zadim heads to the Rusty Dragon to see how the recently un-kidnapped Doolun's Lads are doing. He is approached by one of the Card 1: Burglars Move Burglar to Warrens. Recharge Pharasma's Knowing. Reveal and reload Rapier for Acrobatics+1d8+1d4.

    Combat 8: 2d8 + 1d4 + 4 ⇒ (7, 1) + (3) + 4 = 15 Defeated. Examine location

    Which Gang?: 1d6 ⇒ 6 Wreckwash Blades. Looking for Blessings. Location remains open.

    "

    Zadim wrote:

    Hand: Keen Rapier, Rapier (Core), Priest of Abadar, Snakebite Dagger, Belt of Physical Prowess,

    Displayed: Armored Coat (Core), Spider Venom, Elixir of Energy Resistance,
    Deck: 7 Discard: 1 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+3 to local combat (Use)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Slick Leather, Spider (Core)
    Recharged: Sword Cane (Core), Short Sword (Core), Snake (Core), Pharasma's Knowing,
    Discard Pile: The Inquisitor,
    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
    Proficiencies:
    Light Armor, Weapon, Poison
    POWERS:
    You may recharge a card to examine the top card of your location deck.
    You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead) trait.
    You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill to a combat check by a character at your location

    "

    Dark Archive

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

    Out of Turn Updates

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

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

    Start of Turn

    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Thieves' Tools - No

    At: #5: Wooden Bridge

    Give: No
    Move: No
    At This Location: You may discard 2 cards to evade an encounter.

    Free explore = 1: Blessing of Calistria
    Scenario effect: Move #5: Wooden Bridge: Blessing of Calistria to #2: Shadow Clock

    Ezren.Recharge (Cure), examine (2: Toad), recharge(Acid Splash) to explore
    Scenario effect: Move #5: Wooden Bridge: 2: Toad to #3: The Rusty Dragon

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Spellbook +1d4

    Ezren (Core) resets their hand.
    Discard
    Draw Thieves' Tools, Binder's Tome

    Summary
    Location = #5: Wooden Bridge
    Acquired =
    Banished =
    Examined =

    Location =
    Acquired =
    Examined =

    From Box =

    Displayed =
    Give =

    Used =

    Other = Move #5: Wooden Bridge: Blessing of Calistria to #2: Shadow Clock
    Move #5: Wooden Bridge: 2: Toad to #3: The Rusty Dragon

    Location Status Sheet

    "

    Ezren (Core) wrote:

    Hand: Fire Snake, Pyrotechnic Blast, Glamour, Spellbook, Thieves' Tools, Binder's Tome,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    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): Mind Thrust, Hungry Ghost Monk, Hungering Staff, Ukobach, Grave Tender, Sphere of Fire, lt Sihedron Medallian
    Recharged: Burning Snot, Life Drain, Cure, Acid Splash,
    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
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    ☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler Desired Upgrades

    Blessing of Abadar in effect.

    Move to Prison.

    Examine Prison card 4: Ambush. Discard Frozen Touch to encounter it.

    Prison 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.

    Display Enhance for Wisdom.

    perception 9 aided by Enhance: 1d10 + 4 + 3 ⇒ (5) + 4 + 3 = 12

    Take free explore from defeating Ambush. Staff of Minor Healing is moved to Junk Beach. Encounter Bandit.

    Bandit:

    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    combat 8 casting Holy Light (Core), aided by Enhance: 1d10 + 2d6 + 7 ⇒ (7) + (1, 4) + 7 = 19

    Draw a card from succeeding at a combat check: Divine Insight. d6 doesn't matter. Discard The Paladin to explore.

    Prison Card 6: Collapsed Ceiling:

    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    constitution 8 +2 reloading Honaire, aided by The Paladin: 1d6 + 1d6 + 1d10 + 2 ⇒ (4) + (6) + (9) + 2 = 21

    Enhance moves to recovery. End turn.

    Estra ends her turn.

    Estra attempts to recover all cards in her Recovery pile.
    Holy Light (Core): Divine 10: 1d10 + 4 ⇒ (9) + 4 = 13 -> Holy Light (Core) recharged.
    Enhance: Divine 7: 1d10 + 4 ⇒ (4) + 4 = 8 -> Enhance recharged.

    Estra resets her hand.

    Estra wrote:

    Hand: Honaire, The Dance, Giantbane Greataxe, Divine Insight, Pharasma's Knowing, Cure (Core),

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    "Current Location: Prison
    Hero Points: 2"
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

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

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Spiked Half-Plate, Cat (Core), Bodyguard, Crowbar (core), Mist Horn (Core), Viper Strike (Core)
    Recharged: Holy Light (Core), Enhance,
    Discard Pile: Frozen Touch, The Paladin,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Honaire
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ 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.
    (Boon) When Estra draws her starting hand she may draw a card then recharge a card.

    Prison cards 4 and 6 banished. Card 5 Staff of Minor Healing shuffled into Junk Beach.


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

    Ezren needed to encounter 2 bandits

    During This Adventure:

    During This Scenario: 2-2B: LIFE’S TOUGH IN THE BIG CITY

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:

    Gang Info:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • To win the scenario, close all of the locations.

    Additional Rules: 2-2B Tracking Sheet
    2-2A Benefit - Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    Ezren/MatsuKurisu ☐ | Estra/Bigguyinblack ☐ | Agna/Grimsnik ☐ | Zadim/AAUGHWHY ☐
    VILLAIN: NONE
    HENCHMEN: NONE

    Others :

    Bandit:

    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    Scenario Level (#): 2

    Turn: 8, Agna/Grimsnik

    Random Cards:

    Monsters
    Spoiler:
    Ghoul
    RotR
    Monster B
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

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

    Spoiler:
    Rat Swarm
    RotR
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

    Spoiler:
    Bunyip
    RotR
    Monster B
    Traits:
    Aquatic
    Bunyip
    Elite
    To Defeat:
    Combat 9
    Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.

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

    Barriers
    Spoiler:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on 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:
    Dance With Squealy Nord
    RotR
    Barrier P
    Traits:
    Animal
    Elite
    Obstacle
    To Defeat:
    Wisdom
    Survival 9
    OR Combat 18
    If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
    If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
    "Piggy, piggy, piggy, pig!
    Hard to ride when they get big!
    So catch yourself a piggy pup,
    And ride him till the sun comes up!" - Goblin lullaby


    Spoiler:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Spoiler:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

    Weapons
    Spoiler:
    Sling
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

    Spoiler:
    Light Crossbow
    RotR
    Weapon B
    Traits:
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Spoiler:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Spoiler:
    Longspear
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 5
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

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

    Spells
    Spoiler:
    Frost Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Arcane Armor
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

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

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

    Armors
    Spoiler:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Spoiler:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Magic Chain Mail
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

    Items
    Spoiler:
    BirdCruncher Crown
    RotR
    Item P
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 8
    Reveal this card to evade a bane with the Goblin trait.
    When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
    "Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.

    Spoiler:
    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:
    Wand of Force Missile
    RotR
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

    Spoiler:
    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:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

    Spoiler:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    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:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    Spoiler:
    Merchant
    RotR
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.

    Blessings
    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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Current Hour:

    Blessing of Pharasma:
    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.

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 4 Agna/Grimsnik
    Blessing of 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 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 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 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Estra/Bigguyinblack
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 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 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 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 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 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 12 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 12 Agna/Grimsnik
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Zadim/AAUGHWHY
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 14 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 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 15 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 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 16 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 16 Agna/Grimsnik
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 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 21 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 Ezren/Matsu_Kurisu
    Blessing of 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.

    Location #1: Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 3 I: 4 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, Magic Leather Armor, Half-Plate, Staff of Minor Healing

    Junk Beach Card 1:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.
    Junk Beach Card 2:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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.
    Junk Beach Card 3:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Junk Beach Card 4:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Junk Beach Card 5:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
    Junk Beach Card 6:
    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.
    Junk Beach Card 7:
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Junk Beach Card 8:
    Wand of Force Missile
    RotR
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Junk Beach Card 9:
    Falling Bell
    RotR
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
    Junk Beach Card 10:
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
    Junk Beach Card 11:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.

    Location #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Locked Stone Door, Blessing of Calistria
    Shadow Clock Card 1:
    Guidance
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 2
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.
    Shadow Clock Card 2:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Shadow Clock Card 3:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Shadow Clock Card 4:
    Locked Stone Door
    RotR
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Shadow Clock 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.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    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.
    Shadow Clock Card 8:
    Attic Whisperer
    RotR
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
    Shadow Clock Card 9:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Shadow Clock Card 10:
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 0 ?: 0
    Located/Displayed Here: Zadim/AAUGHWHY, Toad, Cure, Soldier, Burglar, Sage, Guard, Goblin, Pyro, Potion of Energy Resistance, Greataxe, Zombie, Mystic Inscription
    The Rusty Dragon Card 1:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    The Rusty Dragon Card 2:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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.
    The Rusty Dragon Card 3:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.
    The Rusty Dragon Card 4:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.
    The Rusty Dragon Card 5:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.
    The Rusty Dragon Card 6:
    Mystic Inscription
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Magic
    To Defeat:
    Intelligence
    Arcane 10
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.
    The Rusty Dragon Card 7:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.
    The Rusty Dragon Card 8:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    The Rusty Dragon 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.
    The Rusty Dragon Card 10:
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    The Rusty Dragon Card 11:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

    Location #4: 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: 3 Bl: 0 ?: 0
    Located/Displayed Here: None
    Warrens Card 1:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    Warrens Card 2:
    Skeleton
    RotR
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
    Warrens Card 3:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Warrens Card 4:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    Warrens Card 5:
    War Razor +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
    Warrens Card 6:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Warrens Card 7:
    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.
    Warrens Card 8:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 9:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Warrens Card 10:
    Ven Vinder
    RotR
    Ally 1
    Traits:
    Human
    Shopkeeper
    To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.

    Location #5: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, None
    Wooden Bridge Card 1 (Siren):
    Siren
    RotR
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Wooden Bridge Card 2 (Cyrdak Drokkus):
    Cyrdak Drokkus
    RotR
    Ally 1
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d6 to your check to acquire an ally.
    Banish this card to return an ally from your discard pile to your hand.
    Wooden Bridge Card 3 (Scout):
    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.

    Location #6: Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, None
    Prison Card 1 (Standard Bearer):
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.


    Deck Handler

    Hourglass: Blessing of Pharasma

    Location: Junk Beach

    #1 Half-Plate. Shuffle into Shadow Clock Recharge Horse to Explore

    #2 Magic Leather Armor. Shuffle into Shadow Clock. Discard Prayer to examine top card then may explore: Staff of Minor Healing. Exploring

    #3 Staff of Minor Healing. Shuffle into Shadow Clock

    EOT- Examine #4 Bracers of Protection

    Agna wrote:

    Hand: Blessing of the Gods, Cruel Longsword, Blessing of Gorum, Bastard Sword, Repelling Pike +1, Covering Heavy Shield,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
    Other: Re-roll:used. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sands of the Hour, Longsword (Core), Bat (core), Bastion Boots
    Recharged: Dog (core), Pig, Droogami (core), Horse,
    Discard Pile: Conch Shell, Prayer,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([ ]or bottom) card of your location deck

    Location: Junk Beach
    Move cards 1-3 to Shadow Clock
    Examine #4- Bracers of Protection

    Dark Archive

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

    REDO of Prior turn
    Out of Turn Updates

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

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

    Start of Turn

    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Thieves' Tools - No

    At: #5: Wooden Bridge

    Give: No
    Move: No
    At This Location: You may discard 2 cards to evade an encounter.

    Free explore = 1: Blessing of Calistria
    Scenario effect: Move #5: Wooden Bridge: Blessing of Calistria to #2: Shadow Clock
    Encounter Bandit: Combat 8

    Spoiler:
    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    BYA Recharge Cure
    Recovery Acid Splash 1d12+1+2+1d6
    combat 8: 1d12 + 1 + 2 + 1d6 ⇒ (1) + 1 + 2 + (5) = 9 - Banished

    Ezren.Recharge (Glamour), examine (2: Toad), recharge(Fire Snake) to explore
    Scenario effect: Move #5: Wooden Bridge: 2: Toad to #3: The Rusty Dragon
    Encounter Bandit: Combat 8

    Spoiler:
    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    BYA Recharge Spellbook
    Recovery Pyrotechnic Blast1d12+1+2+2d4
    combat 8: 1d12 + 1 + 2 + 1d6 ⇒ (7) + 1 + 2 + (3) = 13 - Banished

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Acid Splash: Arcane 6: 1d12 + 1 + 2 ⇒ (9) + 1 + 2 = 12 -> Acid Splash recharged .
    Pyrotechnic Blast: Arcane 8: 1d12 + 1 + 2 ⇒ (8) + 1 + 2 = 11 -> Pyrotechnic Blast recharged .

    Ezren (Core) resets their hand.
    Discard
    Draw Thieves' Tools, Binder's Tome, Hungry Ghost Monk, Sphere of Fire, Hungering Staff, lt Sihedron Medallian

    Summary
    Location = #5: Wooden Bridge
    Acquired =
    Banished =
    Examined =

    Location =
    Acquired =
    Examined =

    From Box =

    Displayed =
    Give =

    Used =

    Other = Move #5: Wooden Bridge: Blessing of Calistria to #2: Shadow Clock
    Move #5: Wooden Bridge: 2: Toad to #3: The Rusty Dragon

    Location Status Sheet

    "

    Ezren (Core) wrote:

    Hand: Thieves' Tools, Binder's Tome, Hungry Ghost Monk, Sphere of Fire, Hungering Staff, lt Sihedron Medallian,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local: vs Magic card, recharge a card to add 1d4. Available
    Binders Tome 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): Grave Tender, Ukobach, Mind Thrust
    Recharged: Burning Snot, Life Drain, Cure, Glamour, Fire Snake, Spellbook, Acid Splash, Pyrotechnic Blast,
    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
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    ☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler Desired Upgrades

    Blessing of the Gods in effect.

    Prison Card 1: Standard Bearer:

    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    Shuffle Standard Bearer into Warrens. Face Bandit. Recharge Cure (Core) to BYA.

    combat 8 vs Bandit revealing Giantbane Greataxe, reloading Honaire: 1d4 + 1d12 + 1d6 + 3 ⇒ (3) + (8) + (2) + 3 = 16

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

    charisma 6 to close discarding Pharasma's Knowing to bless: 2d10 ⇒ (6, 5) = 11

    Estra wrote:

    Hand: Honaire, The Dance, Giantbane Greataxe, Divine Insight, Mist Horn (Core), Crowbar (core),

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    "Current Location: Prison
    Hero Points: 2"
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

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

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

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Spiked Half-Plate, Viper Strike (Core), Cat (Core), Bodyguard
    Recharged: Holy Light (Core), Enhance, Cure (Core),
    Discard Pile: Frozen Touch, The Paladin, Pharasma's Knowing,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Honaire
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ 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.
    (Boon) When Estra draws her starting hand she may draw a card then recharge a card.

    Prison card 1 Standard Bearer shuffled into Warrens. Prison closed.


    Deck Handler

    Clean up as I forgot the Bandits on my turn
    Recharge Repelling Pike +1 for 1st Bandit.
    Combat 8: 1d10 + 3 + 1d8 + 1 ⇒ (10) + 3 + (6) + 1 = 20 Reveal Cruel Longsword
    Gang?: 1d6 ⇒ 1 Less than 4 weapons.
    Recharge Blessing of the Gods for 2nd Bandit
    Combat 8: 1d10 + 3 + 1d8 + 1 ⇒ (7) + 3 + (3) + 1 = 14 Reveal Cruel Longsword
    Gang?: 1d6 ⇒ 1less than 4 weapons
    Recharge Covering Heavy Shield for last Bandit.
    Combat 8: 1d10 + 3 + 1d8 + 1 ⇒ (7) + 3 + (4) + 1 = 15 Reveal Cruel Longsword
    Less than four of any boon type

    Agna wrote:

    Hand: Sands of the Hour, Cruel Longsword, Blessing of Gorum, Bastard Sword, Longsword (Core), Bastion Boots,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
    Other: Re-roll:used. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bat (core)
    Recharged: Dog (core), Pig, Droogami (core), Repelling Pike +1, Horse, Blessing of the Gods, Covering Heavy Shield,
    Discard Pile: Conch Shell, Prayer,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([ ]or bottom) card of your location deck


    Zadim's Deck Handler

    Hour is Blessing of the Gods

    Zadim hears a beautiful voice calling to him from the Wooden Bridge. He goes over there and suddenly the rushing river at the bottom of the canyon seems very refreshing... Using Estra's The Dance to bless x2

    WIS 8: 3d6 ⇒ (4, 1, 6) = 11 Defeated

    He shakes off the enthralling song and the Card 1: Siren flies away disappointed. He looks to his right and shares a sheepish grin with Card 2: Cyrdak Drokkus. At least he wasn't the only one that fell for the siren's trick. Suddenly Bandits jump out of the undergrowth! Discard Priest of Abadar to explore again. Move Ally to Rusty Dragon. Ezren and I fight Bandits

    Bandit:
    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    Recharge Rapier for the BA. Reveal Snakebite Dagger for Stealth+1d4+1d8+1. Reveal Belt of Physical Prowess for +1

    Combat 8: 2d8 + 1d4 + 6 ⇒ (5, 4) + (3) + 6 = 18

    As Cyrdak makes their way to the Rusty Dragon, Zadim can see a Scout approaching in the distance. Examine location. Recharge Keen Rapier to examine location.

    "

    Zadim wrote:

    Hand: Orison, Spider (Core), Slick Leather, Snakebite Dagger, Belt of Physical Prowess,

    Displayed: Armored Coat (Core), Spider Venom, Elixir of Energy Resistance,
    Deck: 6 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+3 to local combat (Use)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Sword Cane (Core), Short Sword (Core), Snake (Core), Pharasma's Knowing, Rapier (Core), Keen Rapier,
    Discard Pile: The Inquisitor, Priest of Abadar,
    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
    Proficiencies:
    Light Armor, Weapon, Poison
    POWERS:
    You may recharge a card to examine the top card of your location deck.
    You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead) trait.
    You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill to a combat check by a character at your location

    "


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

    During This Adventure:

    During This Scenario: 2-2B: LIFE’S TOUGH IN THE BIG CITY

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:

    Gang Info:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • To win the scenario, close all of the locations.

    Additional Rules: 2-2B Tracking Sheet
    2-2A Benefit - Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    Ezren/MatsuKurisu ☐ | Estra/Bigguyinblack ☐ | Agna/Grimsnik ☐ | Zadim/AAUGHWHY ☐
    VILLAIN: NONE
    HENCHMEN: NONE

    Others :

    Bandit:

    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    Scenario Level (#): 2

    Turn: 10, Ezren/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.

    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:
    Spectre
    RotR
    Monster B
    Traits:
    Elite
    Incorporeal
    Undead
    To Defeat:
    Combat 11
    OR Wisdom
    Divine 7
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.

    Spoiler:
    Bunyip
    RotR
    Monster B
    Traits:
    Aquatic
    Bunyip
    Elite
    To Defeat:
    Combat 9
    Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.

    Spoiler:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    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:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

    Spoiler:
    Monster in the Closet
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    Wisdom
    Perception 9
    If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

    Spoiler:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Spoiler:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

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

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

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

    Spoiler:
    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:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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:
    Enfeeble
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Acid Arrow
    RotR
    Spell B
    Traits:
    Acid
    Arcane
    Attack
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Strength
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

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

    Armors
    Spoiler:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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:
    Wooden Shield
    RotR
    Armor B
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge 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.

    Spoiler:
    Elven Chain Shirt
    RotR
    Armor 1
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to reduce Combat damage deal to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.

    Spoiler:
    Potion of Fortitude
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Spoiler:
    Blast Stone
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Object
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

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

    Spoiler:
    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:
    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:
    Troubadour
    RotR
    Ally B
    Traits:
    Basic
    Halfling
    To Acquire:
    Dexterity
    Acrobatics. 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.

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

    Spoiler:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    Spoiler:
    Merchant
    RotR
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.

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

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

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

    Current Hour:

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

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 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 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 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 5 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Estra/Bigguyinblack
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 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 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 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 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 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 10 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 10 Agna/Grimsnik
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 11 Zadim/AAUGHWHY
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 12 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Ezren/Matsu_Kurisu
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Estra/Bigguyinblack
    Blessing of 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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 15 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 18 Agna/Grimsnik
    Blessing of 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 19 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 19 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 Ezren/Matsu_Kurisu
    Blessing of 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.

    Location #1: Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, Magic Leather Armor, Half-Plate, Staff of Minor Healing

    Junk Beach Card 1:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Junk Beach Card 2:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
    Junk Beach Card 3:
    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.
    Junk Beach Card 4:
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Junk Beach Card 5:
    Wand of Force Missile
    RotR
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Junk Beach Card 6:
    Falling Bell
    RotR
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
    Junk Beach Card 7:
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
    Junk Beach Card 8:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.

    Location #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 3 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Locked Stone Door, Blessing of Calistria, Staff of Minor Healing, Magic Leather Armor, Half-Plate
    Shadow Clock Card 1:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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.
    Shadow Clock 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.
    Shadow Clock Card 3:
    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.
    Shadow Clock Card 4:
    Attic Whisperer
    RotR
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
    Shadow Clock Card 5:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Shadow Clock Card 6:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Shadow Clock Card 7:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.
    Shadow Clock Card 8:
    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.
    Shadow Clock Card 9:
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Shadow Clock Card 10:
    Guidance
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 2
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.
    Shadow Clock Card 11:
    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.
    Shadow Clock Card 12:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Shadow Clock Card 13:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 6 Bl: 0 ?: 0
    Located/Displayed Here: Toad, Cure, Soldier, Burglar, Sage, Guard, Goblin, Pyro, Potion of Energy Resistance, Greataxe, Zombie, Mystic Inscription, Cyrdak Drokkus
    The Rusty Dragon Card 1:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    The Rusty Dragon Card 2:
    Mystic Inscription
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Magic
    To Defeat:
    Intelligence
    Arcane 10
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.
    The Rusty Dragon Card 3:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.
    The Rusty Dragon Card 4:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.
    The Rusty Dragon Card 5:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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.
    The Rusty Dragon Card 6:
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    The Rusty Dragon Card 7:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.
    The Rusty Dragon Card 8:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    The Rusty Dragon Card 9:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.
    The Rusty Dragon Card 10:
    Cyrdak Drokkus
    RotR
    Ally 1
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d6 to your check to acquire an ally.
    Banish this card to return an ally from your discard pile to your hand.
    The Rusty Dragon Card 11:
    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.
    The Rusty Dragon Card 12:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Location #4: 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: 4 Bl: 0 ?: 0
    Located/Displayed Here: Standard Bearer
    Warrens Card 1:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    Warrens Card 2:
    War Razor +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
    Warrens Card 3:
    Skeleton
    RotR
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
    Warrens Card 4:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Warrens Card 5:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    Warrens Card 6:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 7:
    Ven Vinder
    RotR
    Ally 1
    Traits:
    Human
    Shopkeeper
    To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.
    Warrens Card 8:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Warrens Card 9:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.
    Warrens Card 10:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Warrens Card 11:
    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.

    Location #5: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, Zadim/AAUGHWHY, None
    Wooden Bridge Card 1 (Scout):
    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.

    Location #6: Prison
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, None

    Dark Archive

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

    Out of Turn Updates

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

    Blessing = #10 Ezren/Matsu Kurisu: Blessing of the Gods

    Start of Turn

    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Mind Thrust - Draw

    At: #5: Wooden Bridge

    Give: No
    Move: #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.

    Free explore = 1: Magic Leather Armor
    Scenario effect: Move #2: Shadow Clock 1: Magic Leather Armor to #1: #4: Warren
    Encounter Bandit: Combat 8

    Spoiler:
    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    BYA Recharge Hungering Staff
    Display Sphere of Fire 1d12+1+2+1d6, Reveal Binder's Tome +1d4
    combat 8: 1d12 + 1 + 2 + 1d6 + 1d4 ⇒ (2) + 1 + 2 + (3) + (3) = 11 - Banished
    Scenario close check: 1d6 ⇒ 4 - Items. No

    Ezren.Recharge (Mind Thrust), examine (2: Blessing of Calistria), recharge(Hungry Ghost Monk) to explore
    Scenario effect: Move #5: Wooden Bridge: 2: Blessing of Calistria to #4: Warrens
    Encounter Bandit: Combat 8

    Spoiler:
    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    BYA Recharge Thieves' Tools
    Draw Sphere of Fire 1d12+1+2+2d6, Reveal Binder's Tome +1d4
    combat 8: 1d12 + 1 + 2 + 1d6 + 1d4 ⇒ (12) + 1 + 2 + (2) + (1) = 18 - Banished
    Scenario close check: 1d6 ⇒ 3- Armor. No

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Ezren vs Magic. Recharge (lt Sihedron Medallian) +1d4
    Sphere of Fire: Arcane 9: 1d12 + 1 + 2 + 1d4 ⇒ (5) + 1 + 2 + (1) = 9 -> Sphere of Fire recharged .

    Ezren (Core) resets their hand.
    Discard
    Draw Ukobach, Grave Tender, Burning Snot, Life Drain, Cure

    Summary
    Location = #2: Shadow Clock
    Acquired =
    Banished =
    Examined =

    Location =
    Acquired =
    Examined =

    From Box =

    Displayed =
    Give =

    Used =

    Other = Move #2: Shadow Clock 1: Magic Leather Armor to #4: Warren
    Move #2: Shadow Clock 2: Blessing of Calistria to #4: Warrens

    Location Status Sheet

    "

    Ezren (Core) wrote:

    Hand: Burning Snot, Life Drain, Cure, Binder's Tome, Ukobach, Grave Tender,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local: vs Magic card, recharge a card to add 1d4. Available
    Binders Tome available
    Movement: On Close:
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Glamour, Fire Snake, Spellbook, Acid Splash, Pyrotechnic Blast, Hungering Staff, Mind Thrust, Hungry Ghost Monk, Thieves' Tools, lt Sihedron Medallian, Sphere of Fire,
    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
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    ☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler Desired Upgrades

    Blessing of the Gods in effect.

    Move to Shadow Clock.

    Examine Shadow Clock Card 3: Locked Stone Door. Discard Mist Horn (Core) to encounter it.

    Shadow Clock Card 3: 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.

    dexterity 11 +2 aided by power feat, reveal and recharge Crowbar (Core): 1d5 + 1d6 + 2d8 ⇒ (4) + (2) + (3, 5) = 14

    Examine Shadow Clock Card 4 Attic Whisperer. I'll move it to the bottom of the location then take my free explore. Shadow Clock Card 5: Shortbow moved to Warrens.

    Encounter Bandit. Recharge Divine Insight to BYA effect.

    combat 8 revealing Giantbane Greataxe, aided by Ezren's Binder's Tome: 1d4 + 1d12 + 1d4 + 1 ⇒ (2) + (3) + (2) + 1 = 8

    Draw a card from succeeding at a combat check: Staff of Minor Healing (Core). Recharge Staff of Minor Healing (Core) to heal for 1. End turn.

    Estra wrote:

    Hand: Honaire, Viper Strike (Core), Giantbane Greataxe, Bodyguard, Crowbar (Core), Spiked Half-Plate,

    Displayed:
    Deck: 7 Discard: 4 Buried: 0
    "Current Location: Shadow Clock
    Hero Points: 2"
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    Bodyguard: When a local character suffers damage, recharge to reduce it by 3.

    Viper Strike (Core): On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Insight, Holy Light (Core), Enhance, Cat (Core), Pharasma's Knowing, Cure (Core), Staff of Minor Healing (Core)
    Recharged:
    Discard Pile: Frozen Touch, The Paladin, The Dance, Mist Horn (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Honaire
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ 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.
    (Boon) When Estra draws her starting hand she may draw a card then recharge a card.

    Shadow Clock Card 3 banished. Card 4 moved to bottom of location. Card 5 Shortbow shuffled into Warrens.

    Dark Archive

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

    Out of turn
    On Estra's turn, encounter bandit
    BYA Recharge Cure
    Recovery Life Drain 1d12+1+2+2d4, Reveal Binder's Tome +1d4
    combat 8: 1d12 + 1 + 2 + 2d4 + 1d4 ⇒ (5) + 1 + 2 + (4, 4) + (4) = 20 - Banished

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Ezren vs Magic. Recharge (Ukobach) +1d4
    Life Drain: Arcane 9: 1d12 + 1 + 2 + 1d4 ⇒ (8) + 1 + 2 + (1) = 12 -> Life Drain recharged .

    "

    Ezren (Core) wrote:

    Hand: Burning Snot, Binder's Tome, Grave Tender,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local: vs Magic card, recharge a card to add 1d4. Available
    Binders Tome available
    Movement: On Close:
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Glamour, Fire Snake, Spellbook, Acid Splash, Pyrotechnic Blast, Hungering Staff, Mind Thrust, Hungry Ghost Monk, Thieves' Tools, lt Sihedron Medallian, Sphere of Fire, Cure, Ukobach, Life Drain,
    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
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    ☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler

    Hourglass: Blessing of Pharasma

    Location: Junk Beach

    Explore

    #1 Bracers of Protection: move to Warrens

    Agna cuts down a bandit with her Bastard Sword. Recharge Longsword (core)
    Combat 8: 1d10 + 3 + 1d10 ⇒ (6) + 3 + (2) = 11 Success. Discard Sands of the Hour to examine top card then may explore- Short Sword. Exploring

    #2 Short Sword: move to Warrens
    Recharge Bastion Boots
    Agna cuts through another bandit with her cruel longsword. Combat 8: 1d10 + 3 + 1d8 + 1 ⇒ (7) + 3 + (8) + 1 = 19

    EOT- Examine top card- Cape of Escape

    Agna wrote:

    Hand: Cruel Longsword, Bastard Sword, Bat (core), Dog (core), Pig, Blessing of Gorum,

    Displayed:
    Deck: 7 Discard: 3 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
    Other: Re-roll:used. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Droogami (core), Repelling Pike +1, Horse, Blessing of the Gods, Covering Heavy Shield, Longsword (Core), Bastion Boots,
    Discard Pile: Conch Shell, Prayer, Sands of the Hour,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([ ]or bottom) card of your location deck

    Junk Beach
    #1 Bracers of Protection moved to Warrens
    #2 Short Sword moved to Warrents
    #3 Cape of Escape- examined


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

    During This Adventure:

    During This Scenario: 2-2B: LIFE’S TOUGH IN THE BIG CITY

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:

    Gang Info:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • To win the scenario, close all of the locations.

    Additional Rules: 2-2B Tracking Sheet
    2-2A Benefit - Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    Ezren/MatsuKurisu ☐ | Estra/Bigguyinblack ☐ | Agna/Grimsnik ☐ | Zadim/AAUGHWHY ☐
    VILLAIN: NONE
    HENCHMEN: NONE

    Others :

    Bandit:

    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    Scenario Level (#): 2

    Turn: 13, Zadim/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Ghoul
    RotR
    Monster B
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Spoiler:
    Skeleton
    RotR
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

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

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

    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.

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

    Spoiler:
    Zombie Nest
    RotR
    Barrier 2
    Traits:
    Basic
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

    Spoiler:
    Battered Chest
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

    Spoiler:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

    Weapons
    Spoiler:
    Throwing Axe
    RotR
    Weapon B
    Traits:
    Axe
    Elite
    Ranged
    Slashing
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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
    RotR
    Weapon B
    Traits:
    Bludgeoning
    Elite
    Hammer
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

    Spoiler:
    Longsword
    RotR
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; 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:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

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

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

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


    Spoiler:
    Sanctuary
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    Mental
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
    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:
    Web
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Web
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Acid Arrow
    RotR
    Spell B
    Traits:
    Acid
    Arcane
    Attack
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Magic Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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:
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Spoiler:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.

    Spoiler:
    Elven Chain Shirt
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to reduce Combat damage deal to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Codex
    RotR
    Item B
    Traits:
    Basic
    Book
    To Acquire:
    Intelligence
    Knowledge 8
    Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

    Spoiler:
    Potion of Vision
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and chose a character at your location to succeed at a Perception check.

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

    Spoiler:
    Mattock
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength
    Melee 6
    Reveal this card to add 1d8 to your noncombat Strength check.
    Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

    Allies
    Spoiler:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    Spoiler:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.

    Spoiler:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    Spoiler:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

    Spoiler:
    Merchant
    RotR
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.

    Blessings
    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 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 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 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.

    Current Hour:

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

    Hours Remaining: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 Ezren/Matsu_Kurisu
    Blessing of 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 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Estra/Bigguyinblack
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 3 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 3 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 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 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 6 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 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 7 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 7 Agna/Grimsnik
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Zadim/AAUGHWHY
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 9 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 9 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 10 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 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 11 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 11 Agna/Grimsnik
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 12 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 13 Ezren/Matsu_Kurisu
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 15 Agna/Grimsnik
    Blessing of 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 16 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 16 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 17 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 17 Ezren/Matsu_Kurisu
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Location #1: Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, Magic Leather Armor, Half-Plate, Staff of Minor Healing

    Junk Beach Card 1 (Cape of Escape):
    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.
    Junk Beach Card 2 (Faceless Stalker):
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Junk Beach Card 3 (Wand of Force Missile):
    Wand of Force Missile
    RotR
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Junk Beach Card 4 (Falling Bell):
    Falling Bell
    RotR
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
    Junk Beach Card 5 (Locked Passage):
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
    Junk Beach Card 6 (Half-Plate):
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.

    Location #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, Estra/Bigguyinblack, Locked Stone Door, Staff of Minor Healing, Half-Plate
    Shadow Clock Card 1 (Goblin Raid):
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Shadow Clock Card 2 (Half-Plate):
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.
    Shadow Clock Card 3 (Ambush):
    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.
    Shadow Clock Card 4 (Deathbane Shield):
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Shadow Clock Card 5 (Guidance):
    Guidance
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 2
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.
    Shadow Clock Card 6 (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.
    Shadow Clock Card 7 (Ghost):
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Shadow Clock Card 8 (Staff of Minor Healing):
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Shadow Clock Card 9 (Attic Whisperer):
    Attic Whisperer
    RotR
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 6 Bl: 0 ?: 0
    Located/Displayed Here: Toad, Cure, Soldier, Burglar, Sage, Guard, Goblin, Pyro, Potion of Energy Resistance, Greataxe, Zombie, Mystic Inscription, Cyrdak Drokkus
    The Rusty Dragon Card 1:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    The Rusty Dragon Card 2:
    Mystic Inscription
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Magic
    To Defeat:
    Intelligence
    Arcane 10
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.
    The Rusty Dragon Card 3:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.
    The Rusty Dragon Card 4:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.
    The Rusty Dragon Card 5:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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.
    The Rusty Dragon Card 6:
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    The Rusty Dragon Card 7:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.
    The Rusty Dragon Card 8:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    The Rusty Dragon Card 9:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.
    The Rusty Dragon Card 10:
    Cyrdak Drokkus
    RotR
    Ally 1
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d6 to your check to acquire an ally.
    Banish this card to return an ally from your discard pile to your hand.
    The Rusty Dragon Card 11:
    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.
    The Rusty Dragon Card 12:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Location #4: 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: 4 Sp: 1 Ar: 1 I: 2 Al: 4 Bl: 1 ?: 0
    Located/Displayed Here: Standard Bearer, Blessing of Calistria,Magic Leather Armor, shortbow, short sword, bracers of protection
    Warrens Card 1:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
    Warrens Card 2:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 3:
    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.
    Warrens Card 4:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 5:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Warrens Card 6:
    War Razor +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
    Warrens Card 7:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.
    Warrens Card 8:
    Skeleton
    RotR
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
    Warrens Card 9:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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.
    Warrens Card 10:
    Ven Vinder
    RotR
    Ally 1
    Traits:
    Human
    Shopkeeper
    To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.
    Warrens Card 11:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    Warrens Card 12:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Warrens Card 13:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Warrens Card 14:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Warrens Card 15:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    Warrens Card 16:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Location #5: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Wooden Bridge Card 1 (Scout):
    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.

    Location #6: Prison
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    Zadim's Deck Handler

    Hour is Blessing of the gods

    Display Slick Leather

    Zadim moves to take out the Card 1: Scout.

    BA Ranged Combat damage: 1d4 - 1 ⇒ (2) - 1 = 1 Armored Coat lets me Recharge Spider. For the combat, reveal Snakebite Dagger for Stealth+1d4+1d8. Reveal Belt for +1

    Combat 10: 2d8 + 1d4 + 4 ⇒ (4, 4) + (2) + 4 = 14

    Close Attempt Stealth 6, revealing belt: 1d8 + 5 ⇒ (5) + 5 = 10 Closed!

    "

    Zadim wrote:

    Hand: Orison, Spider (Core), Sword Cane (Core), Snakebite Dagger, Belt of Physical Prowess,

    Displayed: Armored Coat (Core), Spider Venom, Elixir of Energy Resistance, Slick Leather,
    Deck: 5 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+3 to local combat (Use Sword Cane)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Short Sword (Core), Snake (Core), Pharasma's Knowing, Rapier (Core), Keen Rapier,
    Discard Pile: The Inquisitor, Priest of Abadar,
    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
    Proficiencies:
    Light Armor, Weapon, Poison
    POWERS:
    You may recharge a card to examine the top card of your location deck.
    You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead) trait.
    You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill to a combat check by a character at your location

    "

    Dark Archive

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

    Out of Turn Updates

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

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

    Start of Turn

    At: #2: Shadow Clock
    Location.SoT Recharge hand(Burning Snot, Binder's Tome, Grave Tender)
    Draw to hand size (Glamour, Fire Snake, Spellbook, Acid Splash, Pyrotechnic Blast, Hungering Staff)

    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Mind Thrust - Draw

    Give: No
    Move: No
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.

    Free explore = 1: Goblin Raid - Encountered then Banished
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Goblin Raider:
    Combat 8
    Goblin
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close this location.

    Reveal Hungering Staff 1d12+1+2+1d6+2
    combat 8: 1d12 + 1 + 2 + 1d6 + 2 ⇒ (5) + 1 + 2 + (4) + 2 = 14 - Banished

    Ezren.Recharge (Mind Thrust), examine (2 Half-Plate), recharge(Glamour) to explore
    Scenario effect: Move #2: Shadow Clock 2 Half-Plate to #4: Warrens
    Encounter Bandit: Combat 8

    Spoiler:
    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    BYA Recharge Acid Splash
    Draw Sphere of Fire 1d12+1+2+2d6, Reveal Binder's Tome +1d4
    Reveal Hungering Staff 1d12+1+2+1d6+2
    combat 8: 1d12 + 1 + 2 + 1d6 + 2 ⇒ (10) + 1 + 2 + (2) + 2 = 17 - Banished
    Scenario close check: 1d6 ⇒ 3 - Armor. No

    Ezren.Recharge (Pyrotechnic Blast), examine (3 Ambush), recharge(Hungering Staff) to explore
    3 Ambush, Barrier B: Wisdom 11(9+2)

    Spoiler:
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 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.

    Recovery Fire Snake 1d12+1+2, Reveal Spellbook+1d4
    Wisdom 11: 1d12 + 1 + 2 + 1d4 ⇒ (2) + 1 + 2 + (3) = 8- Failing. Use Paizo reroll
    Wisdom 11: 1d12 + 1 + 2 + 3 ⇒ (7) + 1 + 2 + 3 = 13 - banished

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Spellbook +1d4
    Fire Snake: Arcane 8: 1d12 + 1 + 2 + 1d4 ⇒ (4) + 1 + 2 + (2) = 9 -> Fire Snake recharged .

    Ezren (Core) resets their hand.
    Discard
    Draw Hungry Ghost Monk, Thieves' Tools, lt Sihedron Medallian, Sphere of Fire, Cure

    Summary
    Location = #2: Shadow Clock
    Acquired =
    Banished = 1 Goblin Raid, 3 Ambush
    Examined =

    Location =
    Acquired =
    Examined =

    From Box =

    Displayed =
    Give =

    Used = Use Paizo reroll

    Other = Each character at an open location summons and encounters a Goblin Raider henchman

    Goblin Raider:
    Combat 8
    Goblin
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close this location.

    Estra encounters a Bandit
    Move #2: Shadow Clock 2 Half-Plate to #4: Warrens

    Location Status Sheet

    "

    Ezren (Core) wrote:

    Hand: Spellbook, Hungry Ghost Monk, Thieves' Tools, lt Sihedron Medallian, Sphere of Fire, Cure,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local: vs Magic card, recharge a card to add 1d4. Available
    Binders Tome available
    Movement: On Close:
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Ukobach, Life Drain, Burning Snot, Binder's Tome, Grave Tender, Mind Thrust, Glamour, Acid Splash, Pyrotechnic Blast, Hungering Staff, Fire Snake,
    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
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    ☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""

    Paizo Reroll: USED
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler Desired Upgrades

    combat 8 vs Goblin Raider revealing Giantbane Greataxe, casting Viper Strike: 1d4 + 2d12 + 1 ⇒ (2) + (10, 5) + 1 = 18

    Draw a card from succeeding at a combat check: Staff of Minor Healing (Core). Recharge Staff of Minor Healing (Core) before Ezren explores again. BYA vs Bandit recharge Crowbar (Core).

    combat 8 vs Bandit revealing Giantbane Greataxe, reloading Honaire: 1d4 + 1d12 + 1d6 + 3 ⇒ (3) + (6) + (3) + 3 = 15

    Choose not to draw a card. Display Spiked Half-Plate before the end of Ezren's turn.

    divine 7 to recover Viper Strike: 1d10 + 4 ⇒ (9) + 4 = 13

    Blessing of Irori in effect. Recharge hand and draw 6 cards.

    Estra wrote:

    Hand: Honaire, Staff of Minor Healing (Core), Enhance, Cat (Core), Pharasma's Knowing, Mist Horn (Core),

    Displayed: Spiked Half-Plate,
    Deck: 7 Discard: 3 Buried: 0
    "Current Location: Shadow Clock
    Hero Points: 2"
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    Bodyguard: When a local character suffers damage, recharge to reduce it by 3.

    Viper Strike (Core): On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure (Core), Holy Light (Core), Divine Insight
    Recharged: Crowbar (Core), Viper Strike (Core), Giantbane Greataxe, Bodyguard,
    Discard Pile: Frozen Touch, The Paladin, The Dance,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Honaire
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ 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.
    (Boon) When Estra draws her starting hand she may draw a card then recharge a card.

    Recharge Staff of Minor Healing (Core) to heal 1. Examine Shadow Clock Card 3: Ambush. Discard Mist Horn (Core) to encounter it.

    Shadow Clock Card 3: Ambush:

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

    Display Enhance on Wisdom.

    perception 9: 1d10 + 4 + 3 ⇒ (3) + 4 + 3 = 10

    Take free explore. Move Shadow Clock Card 4 (Deathbane Shield) to Warrens. Ezren must face a Bandit. Bandit BYA recharge Cat.

    combat 8 reloading Honaire: 1d4 + 1d6 + 2 ⇒ (2) + (3) + 2 = 7

    Draw Spiked Half-Plate to prevent the combat damage. Display Spiked Half-Plate and end turn. Enhance moves to Recovery.

    Estra ends her turn.

    Estra attempts to recover all cards in her Recovery pile.
    Enhance: Divine 7: 1d10 + 4 ⇒ (5) + 4 = 9 -> Enhance recharged.

    Estra resets her hand.

    Estra wrote:

    Hand: Honaire, Staff of Minor Healing (Core), Viper Strike (Core), Holy Light (Core), Pharasma's Knowing, Bodyguard,

    Displayed: Spiked Half-Plate,
    Deck: 7 Discard: 3 Buried: 0
    "Current Location: Shadow Clock
    Hero Points: 2"
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    Bodyguard: When a local character suffers damage, recharge to reduce it by 3.

    Viper Strike (Core): On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    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): Crowbar (Core), Cure (Core), Giantbane Greataxe, Divine Insight, Frozen Touch
    Recharged: Cat (Core), Enhance,
    Discard Pile: The Paladin, The Dance, Mist Horn (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Honaire
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors
    POWERS:
    At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
    When you succeed at a combat check, you may draw a card.
    ☐ 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.
    (Boon) When Estra draws her starting hand she may draw a card then recharge a card.

    Shadow Clock Card 3 banished. Card 4 Deathbane Shield shuffled into Warrens.

    Ezren faces a Bandit.


    Deck Handler

    OOT- Goblin Raider Combat 8: 1d10 + 3 + 1d8 + 1 + 1d4 ⇒ (2) + 3 + (1) + 1 + (1) = 8 Reveal and Reload Cruel Longsword

    Hourglass: Blessing of Shelyn

    Explore: #1 Cape of Escape- move to Warrens.
    A bandit rushes Agna. Recharge Bat (core)
    Combat 8: 1d10 + 3 + 1d10 ⇒ (9) + 3 + (10) = 22 Reveal Bastard Sword. Success. Recharge Pig to explore

    Agna looks for the Faceless Stalker. BYA Wisdom 7: 1d8 + 1 ⇒ (5) + 1 = 6 Combat 12+2: 3d10 + 3 + 1d10 ⇒ (6, 7, 3) + 3 + (3) = 22 Reveal Bastard Sword. Discard Blessing of Gorum. Success. Heal a card from Pig's power: 1d4 ⇒ 4

    Agna wrote:

    Hand: Droogami (core), Bastard Sword, Covering Heavy Shield, Dog (core), Longsword (Core), Horse,

    Displayed:
    Deck: 7 Discard: 3 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Covering Heavy Shield: When a local character suffers Combat damage, freely reveal to reduce by 1.
    Other: Re-roll:used. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bat (core), Repelling Pike +1, Cruel Longsword, Blessing of the Gods, Blessing of Gorum, Pig, Bastion Boots
    Recharged:
    Discard Pile: Conch Shell, Prayer, Sands of the Hour,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ([ ]or bottom) card of your location deck

    Junk Beach
    #1-Cape of Escape moved to Warrens.
    #2 Faceless Stalker banished


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

    Ezren and Estra encountered same ambush card. Ezren already has to encounter Bandit from Estra's turn. If Ezren decides to take on 2nd bandit during Estra's turn then that will move guidance spell over to warrens as well.

    During This Adventure:

    During This Scenario: 2-2B: LIFE’S TOUGH IN THE BIG CITY

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:

    Gang Info:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • To win the scenario, close all of the locations.

    Additional Rules: 2-2B Tracking Sheet
    2-2A Benefit - Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    Ezren/MatsuKurisu ☐ | Estra/Bigguyinblack ☐ | Agna/Grimsnik ☐ | Zadim/AAUGHWHY ☐
    VILLAIN: NONE
    HENCHMEN: NONE

    Others :

    Bandit:

    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    Scenario Level (#): 2

    Turn: 17, Zadim/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Ghoul
    RotR
    Monster B
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

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

    Spoiler:
    Goblin Dog
    RotR
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Spoiler:
    Giant Gecko
    RotR
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

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

    Barriers
    Spoiler:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

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

    Spoiler:
    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:
    Zombie Nest
    RotR
    Barrier 2
    Traits:
    Basic
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

    Spoiler:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

    Weapons
    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:
    Longbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Elite
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. 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 to a combat check at another location.

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

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

    Spoiler:
    Dagger
    RotR
    Weapon B
    Traits:
    Basic
    Knife
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

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

    Spoiler:
    Invisibility
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster.
    Discard this card to succeed at your Stealth check.
    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:
    Web
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Inflict
    RotR
    Spell B
    Traits:
    Attack
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Elven Breastplate
    RotR
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Wooden Shield
    RotR
    Armor B
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge 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.

    Spoiler:
    Magic Chain Mail
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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:
    Potion of Vision
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and chose a character at your location to succeed at a Perception check.

    Spoiler:
    Potion of Fortitude
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

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

    Spoiler:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Spoiler:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.

    Allies
    Spoiler:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.

    Spoiler:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

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

    Spoiler:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Spoiler:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

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

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

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

    Spoiler:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 Ezren/Matsu_Kurisu
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 2 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 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 3 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 3 Agna/Grimsnik
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Zadim/AAUGHWHY
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 5 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 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 6 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 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 7 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 7 Agna/Grimsnik
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 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 9 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 9 Ezren/Matsu_Kurisu
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Estra/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 11 Agna/Grimsnik
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 12 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 12 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 13 Ezren/Matsu_Kurisu
    Blessing of 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.

    Location #1: Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, Magic Leather Armor, Half-Plate, Staff of Minor Healing

    Junk Beach Card 1 (Wand of Force Missile):
    Wand of Force Missile
    RotR
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Junk Beach Card 2 (Falling Bell):
    Falling Bell
    RotR
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
    Junk Beach Card 3 (Locked Passage):
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
    Junk Beach Card 4 (Half-Plate):
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.

    Location #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, Estra/Bigguyinblack,
    Shadow Clock Card 1 (Guidance):
    Guidance
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 2
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.
    Shadow Clock Card 2 (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.
    Shadow Clock Card 3 (Ghost):
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Shadow Clock Card 4 (Staff of Minor Healing):
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Shadow Clock Card 5 (Attic Whisperer):
    Attic Whisperer
    RotR
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 6 Bl: 0 ?: 0
    Located/Displayed Here: Toad, Cure, Soldier, Burglar, Sage, Guard, Goblin, Pyro, Potion of Energy Resistance, Greataxe, Zombie, Mystic Inscription, Cyrdak Drokkus
    The Rusty Dragon Card 1:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    The Rusty Dragon Card 2:
    Mystic Inscription
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Magic
    To Defeat:
    Intelligence
    Arcane 10
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.
    The Rusty Dragon Card 3:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.
    The Rusty Dragon Card 4:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.
    The Rusty Dragon Card 5:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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.
    The Rusty Dragon Card 6:
    Greataxe
    RotR
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    The Rusty Dragon Card 7:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.
    The Rusty Dragon Card 8:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    The Rusty Dragon Card 9:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.
    The Rusty Dragon Card 10:
    Cyrdak Drokkus
    RotR
    Ally 1
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d6 to your check to acquire an ally.
    Banish this card to return an ally from your discard pile to your hand.
    The Rusty Dragon Card 11:
    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.
    The Rusty Dragon Card 12:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Location #4: 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: 4 Sp: 1 Ar: 3 I: 3 Al: 4 Bl: 1 ?: 0
    Located/Displayed Here: Standard Bearer, Blessing of Calistria,Magic Leather Armor, shortbow, short sword, bracers of protection, Half-Plate, Deathbane Shield, Cape of Escape
    Warrens Card 1:
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Warrens Card 2:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 3:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat 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.
    Warrens Card 4:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    Warrens 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.
    Warrens Card 6:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.
    Warrens Card 7:
    War Razor +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
    Warrens Card 8:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    Warrens Card 9:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 10:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Warrens Card 11:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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.
    Warrens Card 12:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Warrens Card 13:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
    Warrens Card 14:
    Ven Vinder
    RotR
    Ally 1
    Traits:
    Human
    Shopkeeper
    To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.
    Warrens Card 15:
    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.
    Warrens Card 16:
    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.
    Warrens Card 17:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    Warrens Card 18:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Warrens Card 19:
    Skeleton
    RotR
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

    Location #5: Wooden Bridge
    Closed
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zadim/AAUGHWHY, None

    Location #6: Prison
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dark Archive

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

    Out of turn
    On Estra's turn

    Encounter #1 Bandit: Combat 8

    Spoiler:
    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    BYA Recharge Thieves' Tools
    Display Sphere of Fire 1d12+1+2+1d6,
    combat 8: 1d12 + 1 + 2 + 1d6 ⇒ (5) + 1 + 2 + (5) = 13 - Banished

    Encounter #2 Bandit: Combat 8
    BYA Recharge Hungry Ghost Monk
    Display Sphere of Fire 1d12+1+2+1d6,
    combat 8: 1d12 + 1 + 2 + 1d6 ⇒ (2) + 1 + 2 + (6) = 11 - Banished

    Recovery
    Reveal Spellbook +1d4
    Sphere of Fire: Arcane 9: 1d12 + 1 + 2 + 1d4 ⇒ (4) + 1 + 2 + (4) = 11 -> Sphere of Fire recharged .

    "

    Ezren (Core) wrote:

    Hand: Spellbook, lt Sihedron Medallian, Hungry Ghost Monk,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local: vs Magic card, recharge a card to add 1d4. Available

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Ukobach, Life Drain, Burning Snot, Binder's Tome, Grave Tender, Mind Thrust, Glamour, Acid Splash, Pyrotechnic Blast, Hungering Staff, Fire Snake, Thieves' Tools, Cure, Sphere of Fire,
    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
    Proficiencies:
    Arcane
    POWERS:
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
    On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
    On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
    ☐ Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.
    6-BD: ""When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.""

    Paizo Reroll: USED
    Paizo Mat Discard: AVAILABLE

    "


    Zadim's Deck Handler

    Hour is Blessing of the Gods

    Zadim moves to Junk Beach to help clear it out. The throws a Card 1: Wand of Force Missile towards the Warrens. A Bandit emerges from under the garbage. Agna needs to fight a bandit

    Bandit:
    Henchman
    Type: Monster
    Traits: Human Bandit
    To Defeat: Combat 8
    Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

    For my Bandit, recharge Sword Cane. Reveal Snakebite Dagger for Melee+1d4+1d8+1. Reveal Belt for +1

    Combat 8: 2d8 + 1d4 + 5 ⇒ (4, 6) + (2) + 5 = 17

    As the bandit goes down, Zadim hears a loud clang coming from above him. He looks up to find a huge Card 2: Falling Bell hurtling towards him. Agna must also face the Falling Bell

    Falling Bell:

    RotR
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

    Reveal Belt for +1

    Acrobatics 10: 1d8 + 5 ⇒ (2) + 5 = 7 Take 1d4+1 damage, but bury Slick Leather to reduce damage to 0

    The bell crashes into Zadim and knocks him through air into a Card 3: Locked Passage hidden in the cliff. Discard Orison to explore again. Reveal Belt for +1

    DEX 8: 1d8 + 3 ⇒ (6) + 3 = 9 Last card is Half-Plate.

    "

    Zadim wrote:

    Hand: Short Sword (Core), Snake (Core), Pharasma's Knowing, Snakebite Dagger, Belt of Physical Prowess,

    Displayed: Armored Coat (Core), Spider Venom, Elixir of Energy Resistance,
    Deck: 3 Discard: 4 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Short Sword)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Rapier (Core), Keen Rapier, Sword Cane (Core),
    Discard Pile: The Inquisitor, Priest of Abadar, Spider (Core), Orison,
    Buried Pile: Slick Leather,

    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
    Proficiencies:
    Light Armor, Weapon, Poison
    POWERS:
    You may recharge a card to examine the top card of your location deck.
    You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([ ]or Acid or Undead) trait.
    You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill to a combat check by a character at your location

    "

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