Season of the Runelords [Zalarian] (Inactive)

Game Master Zalarian

2-6 The Shattered Blades of Alaznist

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


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During This Adventure:

During This Scenario: 2-2E: A BAD DAY TO BE GOOD

  • When you play a blessing, discard a card; if the blessing you play has the Sarenrae trait, discard 1d6 cards.
  • You may banish the top card of the blessings deck to add 1d12 to a check against a bane you encounter.

    Additional Rules: 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:
    AVALEXI
    HENCHMEN:
    ZADENDI
    ZOMBIE MINIONS

    Others :

    Scenario Level (#): 2

    Turn: 0, Agna/Grimsnik

    Random Cards:

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

    Spoiler:
    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.

    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:
    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:
    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.

    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:
    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.

    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 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:
    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:
    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:
    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:
    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:
    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:
    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.

    Spells
    Spoiler:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    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:
    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:
    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.

    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.

    Armors
    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:
    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:
    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:
    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.

    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:
    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:
    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.

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

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

    Allies
    Spoiler:
    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:
    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.

    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:
    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:
    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.

    Blessings
    Spoiler:
    Blessing of Zarongel
    RotR
    Blessing P
    Traits:
    Divine
    Zarongel
    To Acquire:
    Constitution
    Fortitude 6
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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

    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:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

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

    Location #2: Temple
    At This Location: When you move or are moved here, discard a card.
    Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 4 ?: 1
    Located/Displayed Here: None

    Location #3: Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: 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: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None


  • Deck Handler Desired Upgrades

    Start at Throne Room.

    Estra wrote:

    Hand: Honaire, Frozen Touch, Pharasma's Knowing, Cure (Core), Crowbar (Core), Bodyguard,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    "Current Location: Throne Room
    Hero Points: 5"
    "NOTES:
    Available Support: Folio reroll:
    Adventure 1d12: used

    Blessings are available for use.

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

    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): Mist Horn (Core), Staff of Minor Healing (Core), Enlarge, Holy Light (Core), Giantbane Greataxe, Gray Maiden Plate, The Dance, Enhance, Cat (Core), Divine Insight, The Paladin
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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

    Dark Archive

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

    Ezren - Start 2.5
    - 2-2E: A BAD DAY TO BE GOOD

    Card Upgrade
    = Death Grip in, Burning Snot out

    Loot swaps
    - Sihedron Medallion: 1d1000 ⇒ 716, Thieves Tools out
    - Medusa's Mask: 1d1000 ⇒ 211, Gem of Mental Acuity (Core) out

    Starting location
    #3: Throne Room In case I get cure to give to Estra. Will then move to #5: Academy

    Starting Hand
    "

    Ezren (Core) wrote:

    Hand: Life Drain, Hungry Ghost Monk, Ukobach, Life Drain (UltMgc), Pyrotechnic Blast, Acid Splash, lt Sihedron Medallian,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 3
    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): Fire Snake, Cure, Spellbook, Black Dagger Chemist, Deathgrip, Hungering Staff, lt Medusa Mask, Sphere of Fire, Binder's Tome, Glamour
    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 at Deeper Dungeons

    "

    Zadim wrote:

    Hand: Spider Venom, Elixir of Energy Resistance, Slick Leather, Orison, Sword Cane (Core), Pharasma's Knowing,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use)

    Pharasma's Knowing: discard to bless
    Orison: Discard to bless, recharge if Hour is #0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Inquisitor, Thieves' Tools (Core), Snakebite Dagger, Keen Rapier, Spider (Core), Belt of Physical Prowess, Humanbane Rapier, Venomous Hand Crossbow, Priest of Abadar, Grounded Studded Leather, Snake (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

    "

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


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

    During This Adventure:

    During This Scenario: 2-2E: A BAD DAY TO BE GOOD

  • When you play a blessing, discard a card; if the blessing you play has the Sarenrae trait, discard 1d6 cards.
  • You may banish the top card of the blessings deck to add 1d12 to a check against a bane you encounter.

    Additional Rules: 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:
    AVALEXI
    HENCHMEN:
    ZADENDI
    ZOMBIE MINIONS

    Others :

    Scenario Level (#): 2

    Turn: 1, Zadim/AAUGHWHY

    Random Cards:

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

    Spoiler:
    Traitor
    RotR
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11
    Before the encounter, discard a random ally from your hand.

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

    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:
    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.

    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:
    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:
    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:
    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.

    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.

    Weapons
    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:
    Quarterstaff
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    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:
    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:
    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.

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

    Spoiler:
    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:
    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:
    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.

    Armors
    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:
    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 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:
    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.

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

    Spoiler:
    Potion of 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:
    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:
    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:
    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.

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

    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:
    Aldern Foxglove
    RotR
    Ally 1
    Traits:
    Human
    Noble
    To Acquire:
    Charisma
    Diplomacy 4
    Banish this card to reduce damage dealt to a character at your location by 3.
    Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

    Spoiler:
    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.

    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.

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

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

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

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

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

    Current Hour:

    Blessing of 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: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Estra/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 3 Agna/Grimsnik
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 4 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Estra/Bigguyinblack
    Blessing of 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 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 7 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 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 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 11 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 11 Agna/Grimsnik
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 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 15 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 15 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 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 Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 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 19 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 19 Agna/Grimsnik
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 20 Zadim/AAUGHWHY
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 21 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 22 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 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 23 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 23 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 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 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 26 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 Estra/Bigguyinblack
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 27 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 27 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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: Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, Zadim/AAUGHWHY, None

    Deeper Dungeons Card 1:
    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.
    Deeper Dungeons Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Deeper Dungeons Card 3:
    Zombie Minion
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.
    Deeper Dungeons Card 4:
    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.
    Deeper Dungeons Card 5:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Deeper Dungeons Card 6:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Deeper Dungeons Card 7:
    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.
    Deeper Dungeons Card 8:
    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.
    Deeper Dungeons Card 9:
    Xulgath
    RotR
    Monster B
    Traits:
    Basic
    Xulgath
    To Defeat:
    Combat 9
    Before the encounter, put 1 card of your choice from your hand on top of your deck.
    Deeper Dungeons 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.

    Location #2: Temple
    At This Location: When you move or are moved here, discard a card.
    Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 4 ?: 1
    Located/Displayed Here: None
    Temple Card 1:
    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.
    Temple Card 2:
    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.
    Temple Card 3:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Temple Card 4:
    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.
    Temple Card 5:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Temple Card 6:
    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.
    Temple Card 7:
    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.
    Temple Card 8:
    Zombie Minion
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.
    Temple Card 9:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.
    Temple Card 10:
    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.

    Location #3: Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Matsu_Kurisu, Estra/Bigguyinblack, None
    Throne Room Card 1:
    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.
    Throne Room Card 2:
    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.
    Throne Room Card 3:
    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.
    Throne Room 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.
    Throne Room Card 5:
    Avalexi
    None
    Villain 2
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.
    Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
    If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.
    Throne Room Card 6:
    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.
    Throne Room Card 7:
    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.
    Throne Room Card 8:
    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.
    Throne Room Card 9:
    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.
    Throne Room Card 10:
    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.

    Location #4: 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: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Town Square Card 1:
    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.
    Town Square Card 2:
    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.
    Town Square Card 3:
    Crow
    RotR
    Ally B
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    Discard this card to explore your location.
    Town Square Card 4:
    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.
    Town Square Card 5:
    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.
    Town Square Card 6:
    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.
    Town Square Card 7:
    Potion of Hiding
    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 Stealth check.
    Town Square Card 8:
    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.
    Town Square Card 9:
    Zombie Minion
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.
    Town Square Card 10:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Academy Card 1:
    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.
    Academy Card 2:
    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.
    Academy Card 3:
    Zadendi
    None
    Henchman 2
    Type: Monster
    Traits:
    Elf
    Slayer
    To Defeat:
    Combat 14
    Before you act, a random character at your location is dealt 1 Force damage.
    After you act, if your combat check did not have the Magic trait, Zadendi is undefeated; shuffle her into a random other open location.
    If defeated, you may attempt to close the location this henchman came from.
    Academy Card 4:
    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.
    Academy Card 5:
    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.
    Academy Card 6:
    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.

    Academy Card 7:
    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.
    Academy Card 8:
    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.
    Academy Card 9:
    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.
    Academy Card 10:
    Grindylow
    RotR
    Monster P
    Traits:
    Aberration
    Aquatic
    Goblin
    Veteran
    To Defeat:
    Combat 12
    The Grindylow may not be evaded.
    The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
    "Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

    Location #6: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Shadow Clock Card 1:
    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.
    Shadow Clock Card 2:
    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.
    Shadow Clock Card 3:
    Caltrops
    RotR
    Item B
    Traits:
    Basic
    Object
    To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
    Shadow Clock Card 4:
    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.
    Shadow Clock Card 5:
    Zombie Minion
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    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.
    Shadow Clock Card 8:
    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.
    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.
    Shadow Clock Card 10:
    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


  • Deck Handler

    Starting Location: Temple

    Agna wrote:

    Hand: Blessing of the Gods, Prayer, Horse, Dog (core), Covering Heavy Shield, Shield of Resistance,

    Displayed:
    Deck: 11 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): Blessing of Gorum, Bat (core), Pig, Droogami (core), Bastion Boots, Cruel Longsword, Cleaving Battleaxe, Bastard Sword, Frost Longspear, Sands of the Hour, Conch Shell
    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 ([x ]or bottom) card of your location deck


    Zadim's Deck Handler

    Hour is Blessing of Pharasma

    Zadim finds a Card 1: Battered Chest in the Deeper Dungeons.

    DEX 10: 1d8 + 2 ⇒ (1) + 2 = 3 Banish the Battered Chest

    The chest was bait set by an Card 2: Ambush lying in wait! Discard Pharasma's Knowing to draw 2 cards then recharge 2 cards. Discard Orison due to scenario effect. Draw Grounded Studded Leather and Priest of Abadar. Recharge those cards. Then explore Ambush

    Acrobatics 11: 1d8 + 4 ⇒ (7) + 4 = 11 Oh cool! Defeated!

    But using a chest as bait is the oldest trick in the book. Zadim lures out the Card 3: Zombie Minion ambush by pretending to fall for the trick. Take free explore from Ambush. Reveal Sword Cane for Stealth+1d4. Reload for +1d4

    Combat 10: 1d8 + 2d4 + 4 ⇒ (1) + (1, 3) + 4 = 9 Spending merch reroll
    Combat 10: 1d8 + 2d4 + 4 ⇒ (2) + (2, 1) + 4 = 9 Aw come on... Spending a Hero Point. I have 3 left
    Combat 10: 1d8 + 2d4 + 4 ⇒ (4) + (1, 2) + 4 = 11 Finally!

    Taking one of Agna's Blessings for the close check
    Close Attempt CON 8: 2d8 ⇒ (2, 6) = 8 Location closed!

    After a long battle against the unusually resilient zombie, Zadim feels confident that the dungeons hold no more secrets.

    "

    Zadim wrote:

    Hand: Venomous Hand Crossbow, Thieves' Tools (Core), Keen Rapier, Belt of Physical Prowess, Sword Cane (Core), Snake (Core),

    Displayed: Spider Venom, Elixir of Energy Resistance, Slick Leather,
    Deck: 6 Discard: 2 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Sword Cane, Rapier, Hand Crossbow)

    Snake: on local combat, recharge for +1d4 + Poison

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Inquisitor, Snakebite Dagger, Humanbane Rapier, Spider (Core)
    Recharged: Grounded Studded Leather, Priest of Abadar,
    Discard Pile: Pharasma's Knowing, Orison,
    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

    Discard Prayer for Zadim's check and Covering Heavy Shield for scenario power.

    Dark Archive

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

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

    Out of Turn Updates

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

    Start of Turn

    At: #3: Throne Room
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Spellbook - No

    Give: Life Drain (UltMgc) to Estra
    Move: #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.

    Free explore = 1: Levitate, Spell B: Arcane 6

    Spoiler:
    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.

    Arcane 1d12+2+2
    Arcane 6: 1d12 + 2 + 2 ⇒ (7) + 2 + 2 = 11 - Acquire

    Ezren recharge(ac Levitate) to examine (2: Crowbar, Item B), Recharge (Hungry Ghost Monk) to explore = 2: Crowbar, Item B: Strength 3

    Spoiler:
    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.

    Strength 3: 1d6 ⇒ 6 - Acquired

    Ezren recharge(Acid Splash) to examine (3: Zadendi, Henchman 2)

    Discard Ukobach, draw (Spellbook), explore +1 Fire on checks to defeat =
    3: Zadendi, Henchman 2: Combat 14

    Spoiler:
    Type: Monster
    Traits:
    Elf
    Slayer
    To Defeat:
    Combat 14
    Before you act, a random character at your location is dealt 1 Force damage.
    After you act, if your combat check did not have the Magic trait, Zadendi is undefeated; shuffle her into a random other open location.
    If defeated, you may attempt to close the location this henchman came from.

    BYA 1 force damage, recovery lt Sihedron Medallian -4 to 0
    Recovery Life Drain 1d12+2+2+2d4, Ukobach +1
    Combat 14: 1d12 + 2 + 2 + 2d4 + 1 ⇒ (9) + 2 + 2 + (1, 3) + 1 = 18 - Banished
    Life Drain heal(Ukobach)
    Will not close as I want to mine the Spells

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Spellbook +1d4
    lt Sihedron Medallian: Arcane 9: 1d12 + 2 + 2 + 1d4 ⇒ (7) + 2 + 2 + (3) = 14 -> lt Sihedron Medallian recharged.
    Life Drain: Arcane 9: 1d12 + 2 + 2 + 1d4 ⇒ (7) + 2 + 2 + (4) = 15 -> Life Drain recharged.

    Ezren (Core) resets their hand.
    Discard
    Draw Black Dagger Chemist, Deathgrip, Binder's Tome, Acid Splash

    Summary
    Location = #5: Academy
    Acquired = 1: Levitate, 2: Crowbar
    Banished = 3: Zadendi
    Examined =

    Location =
    Acquired =
    Examined =

    From Box =

    Displayed =
    Give = Life Drain (UltMgc) to Estra

    Used =

    Other =

    "

    Ezren (Core) wrote:

    Hand: Pyrotechnic Blast, ac Crowbar, Spellbook, Black Dagger Chemist, Deathgrip, Binder's Tome, Acid Splash,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Distant:
    Local: vs Magic card, recharge a card to add 1d4. Available

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hungering Staff, Hungry Ghost Monk, Ukobach, Sphere of Fire, ac Levitate, Cure, Glamour, lt Medusa Mask, Fire Snake
    Recharged: lt Sihedron Medallian, 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

    "


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

    It looks to me that all that was required for Zadim's reroll was use of merch reroll and not HP..Merch reroll only rolls 1 die and assuming you would have only rolled the d8 you would have gotten a 10.

    During This Adventure:

    During This Scenario: 2-2E: A BAD DAY TO BE GOOD

  • When you play a blessing, discard a card; if the blessing you play has the Sarenrae trait, discard 1d6 cards.
  • You may banish the top card of the blessings deck to add 1d12 to a check against a bane you encounter.

    Additional Rules: 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:
    AVALEXI
    HENCHMEN:
    ZADENDI
    ZOMBIE MINIONS

    Others :

    Scenario Level (#): 2

    Turn: 3, Estra/Bigguyinblack

    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:
    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:
    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.

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

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

    Barriers
    Spoiler:
    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:
    Shopkeeper's Daughter
    RotR
    Barrier 1
    Traits:
    Basic
    Human
    Obstacle
    To Defeat:
    Wisdom 8
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.

    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:
    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:
    Quarterstaff
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    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:
    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:
    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.

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

    Spoiler:
    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:
    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:
    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.

    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:
    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.

    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 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:
    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.

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

    Spoiler:
    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 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 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 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: 27

    Hourglass

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

    Location #1: Deeper Dungeons
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zadim/AAUGHWHY, None

    Location #2: Temple
    At This Location: When you move or are moved here, discard a card.
    Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 4 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None

    Temple Card 1:
    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.
    Temple Card 2:
    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.
    Temple Card 3:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Temple Card 4:
    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.
    Temple Card 5:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Temple Card 6:
    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.
    Temple Card 7:
    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.
    Temple Card 8:
    Zombie Minion
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.
    Temple Card 9:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.
    Temple Card 10:
    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.

    Location #3: Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Bigguyinblack, None
    Throne Room Card 1:
    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.
    Throne Room Card 2:
    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.
    Throne Room Card 3:
    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.
    Throne Room 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.
    Throne Room Card 5:
    Avalexi
    None
    Villain 2
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.
    Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
    If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.
    Throne Room Card 6:
    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.
    Throne Room Card 7:
    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.
    Throne Room Card 8:
    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.
    Throne Room Card 9:
    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.
    Throne Room Card 10:
    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.

    Location #4: 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: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Town Square Card 1:
    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.
    Town Square Card 2:
    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.
    Town Square Card 3:
    Crow
    RotR
    Ally B
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    Discard this card to explore your location.
    Town Square Card 4:
    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.
    Town Square Card 5:
    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.
    Town Square Card 6:
    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.
    Town Square Card 7:
    Potion of Hiding
    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 Stealth check.
    Town Square Card 8:
    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.
    Town Square Card 9:
    Zombie Minion
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.
    Town Square Card 10:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M: 1 Ba: 1 W: 0 Sp: 4 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, None
    Academy Card 1:
    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.
    Academy Card 2:
    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.
    Academy Card 3:
    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.

    Academy Card 4:
    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.
    Academy 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.
    Academy Card 6:
    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.
    Academy Card 7:
    Grindylow
    RotR
    Monster P
    Traits:
    Aberration
    Aquatic
    Goblin
    Veteran
    To Defeat:
    Combat 12
    The Grindylow may not be evaded.
    The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
    "Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

    Location #6: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Shadow Clock Card 1:
    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.
    Shadow Clock Card 2:
    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.
    Shadow Clock Card 3:
    Caltrops
    RotR
    Item B
    Traits:
    Basic
    Object
    To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
    Shadow Clock Card 4:
    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.
    Shadow Clock Card 5:
    Zombie Minion
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    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.
    Shadow Clock Card 8:
    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.
    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.
    Shadow Clock Card 10:
    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


  • Deck Handler Desired Upgrades

    Blessing of Abadar in effect.

    Use location effect recharging Crowbar to draw a card: The Paladin. Examine Throne Room Card 1 Yeth Hound. Discard Pharasma's Knowing to encounter it.

    Throne Room Card 1: 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.

    BYA wisdom 6: 1d10 + 2 ⇒ (3) + 2 = 5
    folio reroll: 1d10 + 2 ⇒ (5) + 2 = 7

    combat 9 displaying Enlarge, aided by power feat, reload Honaire: 1d12 + 1d6 + 1d6 + 2 ⇒ (12) + (1) + (2) + 2 = 17

    Draw a card from succeeding at a combat check: Honaire. Take my free explore.

    Throne Room Card 2: 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.

    Banished. Discard Bodyguard to explore.

    Throne Room Card 3: 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.

    intelligence 8 +2 discarding The Paladin to bless (And Frozen Touch due to scenario effect: 2d8 + 1d10 ⇒ (7, 4) + (6) = 17

    Estra ends her turn.

    Estra attempts to recover all cards in her Recovery pile.
    Enlarge: Divine 11: 1d10 + 4 ⇒ (7) + 4 = 11 -> Enlarge recharged .

    Estra resets her hand.

    Estra wrote:

    Hand: Honaire, Life Drain, Holy Light (Core), Mist Horn (Core), Cat (Core), Enhance,

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    "Current Location: Throne Room
    Hero Points: 5"
    "NOTES:
    Available Support: Folio reroll: Used
    Adventure 1d12: used

    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)

    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.
    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, Divine Insight, Staff of Minor Healing (Core), Gray Maiden Plate, The Dance
    Recharged: Cure (Core), Crowbar (Core), Enlarge,
    Discard Pile: Pharasma's Knowing, Bodyguard, The Paladin, Frozen Touch,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Honaire
    Hand Size: 5 ☑ 6
    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.

    Throne Room Cards 1 - 3 banished.


    Deck Handler

    Hourglass: Blessing of Lamashtu

    Temple #1: Blessing of Pharasma Int 5: 1d4 ⇒ 3 Recharge Dog (core) to explore

    Temple #2: Thieves' Tools Dex 4: 1d8 ⇒ 5 Recharge Horse to explore

    Temple #3: Blessing of the Gods. Auto-Acquire

    EOT examine top card: #4 Blessing of Desna

    Agna wrote:

    Hand: Blessing of the Gods, Thieves' Tools, Blessing of the Gods 2, Cleaving Battleaxe, Bastion Boots, Shield of Resistance,

    Displayed:
    Deck: 11 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:Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pig, Blessing of Gorum, Bat (core), Conch Shell, Droogami (core), Sands of the Hour, Cruel Longsword, Bastard Sword, Frost Longspear
    Recharged: Dog (core), Horse,
    Discard Pile: Prayer, Covering Heavy Shield,
    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 ([x ]or bottom) card of your location deck

    Temple
    Banish #1
    Acquired #2-3
    Examined #4 Blessing of Desna


    Zadim's Deck Handler

    Since I did the merch reroll incorrectly last turn, I would not have needed to spend a Hero Point. I currently have 4 Hero Points

    Hour is Blessing of the Gods

    Zadim moves to the Town Square to help guard any Sarenites midway through their dawnwalk. When he gets there its eerily silent and empty. He looks around and finds a bloodied Card 1: Dogslicer +1 haphazardly hidden in a trash bin. His plans to look around for more evidence are interrupted when he hears the moaning of an approaching Card 2: Zombie Horde!. Move to Town Square. Free explore, auto-fail check to acquire Dogslicer. Discard Snake to explore Zombie Horde. Everyone at an open location must summon and encounter Zombie Minion. Each must be defeated to defeat the horde

    Zombie Minion:
    Henchman
    Type: Monster
    Traits: Undead Zombie
    To Defeat: Combat 9
    The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up). If defeated, you may immediately attempt to close this location.

    For my combat, reveal Keen Rapier for Acrobatics+1d6+1. Recharge Sword Cane for +Stealth

    Combat 9: 2d8 + 8 ⇒ (8, 4) + 8 = 20

    Pausing for everyone else to fight their zombies


    Deck Handler Desired Upgrades

    combat 9 vs Zombie Minion casting Holy Light (Core): 1d10 + 2d12 + 4 ⇒ (2) + (9, 4) + 4 = 19

    Draw a card from succeeding at a combat check: Divine Insight.

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


    Deck Handler

    Agna hacks her Zombie with her battleaxe. Combat 9: 1d10 + 3 + 1d8 + 1 ⇒ (4) + 3 + (1) + 1 = 9

    Dark Archive

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

    vs Zombie Minion, combat 9
    Acid Splash 1d12+2+2+1d6
    combat 9: 1d12 + 2 + 2 + 1d6 ⇒ (2) + 2 + 2 + (2) = 8 - Failing. Use Paizo reroll
    combat 9: 1d12 + 2 + 2 + 2 ⇒ (11) + 2 + 2 + 2 = 17 - Defeated

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Acid Splash: Arcane 6: 1d12 + 2 + 2 + 1d4 ⇒ (12) + 2 + 2 + (2) = 18 -> Acid Splash recharged.

    "

    Ezren (Core) wrote:

    Hand: Pyrotechnic Blast, ac Crowbar, Spellbook, Black Dagger Chemist, Deathgrip, Binder's Tome,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 3
    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): Glamour, Hungry Ghost Monk, Cure, lt Medusa Mask, ac Levitate, Hungering Staff, Fire Snake, Sphere of Fire, Ukobach
    Recharged: lt Sihedron Medallian, Life Drain, 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: USED
    Paizo Mat Discard: AVAILABLE

    "


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

    Zadim used explore for Zombie Horde and is still his turn.

    During This Adventure:

    During This Scenario: 2-2E: A BAD DAY TO BE GOOD

  • When you play a blessing, discard a card; if the blessing you play has the Sarenrae trait, discard 1d6 cards.
  • You may banish the top card of the blessings deck to add 1d12 to a check against a bane you encounter.

    Additional Rules: 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:
    AVALEXI
    HENCHMEN:
    ZADENDI
    ZOMBIE MINIONS

    Others :

    Scenario Level (#): 2

    Turn: 5, Zadim/AAUGHWHY

    Random Cards:

    Monsters
    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:
    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:
    Xulgath
    RotR
    Monster B
    Traits:
    Basic
    Xulgath
    To Defeat:
    Combat 9
    Before the encounter, put 1 card of your choice from your hand on top of your deck.

    Spoiler:
    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.

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

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

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


    Spells
    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:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

    Spoiler:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    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.

    Armors
    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:
    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:
    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 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.

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

    Spoiler:
    Wand of 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:
    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:
    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 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.

    Allies
    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.

    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.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 25

    Hourglass

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

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

    Location #2: Temple
    At This Location: When you move or are moved here, discard a card.
    Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None

    Temple Card 1 (Blessing of Desna):
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Temple Card 2:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Temple Card 3:
    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.
    Temple Card 4:
    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.
    Temple Card 5:
    Zombie Minion
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.
    Temple Card 6:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.
    Temple Card 7:
    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.

    Location #3: Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Bigguyinblack, None
    Throne Room 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.
    Throne Room Card 2:
    Avalexi
    None
    Villain 2
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.
    Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
    If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.
    Throne Room Card 3:
    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.
    Throne Room Card 4:
    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.
    Throne Room Card 5:
    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.
    Throne Room 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.
    Throne Room Card 7:
    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.

    Location #4: 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: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Town Square Card 1:
    Crow
    RotR
    Ally B
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    Discard this card to explore your location.
    Town Square Card 2:
    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.
    Town Square Card 3:
    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.
    Town Square Card 4:
    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.
    Town Square Card 5:
    Potion of Hiding
    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 Stealth check.
    Town Square 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.
    Town Square Card 7:
    Zombie Minion
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.
    Town Square Card 8:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M: 1 Ba: 1 W: 0 Sp: 4 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, None
    Academy Card 1:
    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.
    Academy Card 2:
    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.
    Academy Card 3:
    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.

    Academy Card 4:
    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.
    Academy 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.
    Academy Card 6:
    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.
    Academy Card 7:
    Grindylow
    RotR
    Monster P
    Traits:
    Aberration
    Aquatic
    Goblin
    Veteran
    To Defeat:
    Combat 12
    The Grindylow may not be evaded.
    The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
    "Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

    Location #6: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Shadow Clock Card 1:
    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.
    Shadow Clock Card 2:
    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.
    Shadow Clock Card 3:
    Caltrops
    RotR
    Item B
    Traits:
    Basic
    Object
    To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
    Shadow Clock Card 4:
    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.
    Shadow Clock Card 5:
    Zombie Minion
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    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.
    Shadow Clock Card 8:
    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.
    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.
    Shadow Clock Card 10:
    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


  • Zadim's Deck Handler

    Zadim and company slay a few zombies and the rest disperse to who-knows-where.

    Zadim checks himself over and notices that he dropped his thieves' tools in the scuffle. He looks around for it only to find that a Card 1: Crow has taken an interest in the shiny picks. Discard Theives' Tools to explore again

    WIS 5: 1d6 ⇒ 2 Failed

    The crow flies off with the picks.

    "

    Zadim wrote:

    Hand: Venomous Hand Crossbow, Snakebite Dagger, Keen Rapier, Belt of Physical Prowess, Spider (Core), Humanbane Rapier,

    Displayed: Spider Venom, Elixir of Energy Resistance, Slick Leather,
    Deck: 4 Discard: 4 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Sword Cane, Rapier, Hand Crossbow)

    Snake: on local combat, recharge for +1d4 + Poison

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Inquisitor
    Recharged: Grounded Studded Leather, Priest of Abadar, Sword Cane (Core),
    Discard Pile: Pharasma's Knowing, Orison, Snake (Core), Thieves' Tools (Core),
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    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

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

    Out of Turn Updates

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

    Start of Turn

    At: #5: Academy
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Fire Snake - Draw

    Give: No
    Move: No
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.

    Free explore = 1: Collapsed Ceiling, Barrier B: Dexterity 10(8+2)

    Spoiler:
    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.

    Pyrotechnic Blast 1d12+2+2+2d4, Reveal ac Crowbar +1d12
    Dexterity 10: 1d12 + 2 + 2 + 2d4 + 1d12 ⇒ (1) + 2 + 2 + (1, 2) + (6) = 14 - Defeated by 4+. No combat damage

    Location explore = 2: Consecration, Spell 2: Wisdom 8

    Spoiler:
    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.

    Recovery Fire Snake 1d12+2+2, Reveal Spellbook +1d4
    Wisdom 8: 1d12 + 2 + 2 + 1d4 ⇒ (3) + 2 + 2 + (4) = 11 - Acquired

    Ezren recharge(ac Consecration) to examine (3: Scorching Ray, Spell 1), Recharge (ac Crowbar) to explore = 3: Scorching Ray, Spell 1: Arcane 6

    Spoiler:
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence / Arcane 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.

    Arcane 1d12+2+2, Reveal Spellbook +1d4
    Arcane 6: 1d12 + 2 + 2 + 1d4 ⇒ (11) + 2 + 2 + (4) = 19 - Acquired

    Ezren recharge(ac Scorching Ray) to examine (4: Troubadour, Ally B), Recharge (Black Dagger Chemist) to explore = 4: Troubadour, Ally B: Charisma 6

    Spoiler:
    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.

    Charisma 1d6, Reveal Binders Tome +1d4
    Arcane 6: 1d6 + 1d4 ⇒ (5) + (1) = 6 - Acquired

    Discard ac Troubadour, explore = 5: Cure, Spell B: Wisdom 6

    Spoiler:
    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.

    Wisdom 1d8, Ezren.Recharge vs Magic(Deathgrip) +1d4
    Wisdom 6: 1d8 + 1d4 ⇒ (1) + (3) = 4 - 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 + 2 + 2 + 1d4 ⇒ (7) + 2 + 2 + (2) = 13 -> Fire Snake recharged.
    Pyrotechnic Blast: Arcane 8: 1d12 + 2 + 2 + 1d4 ⇒ (11) + 2 + 2 + (1) = 16 -> Pyrotechnic Blast recharged.

    Ezren (Core) resets their hand.
    Discard
    Draw Ukobach, Cure, Hungry Ghost Monk, Hungering Staff, ac Levitate

    Summary
    Location = #5: Academy
    Acquired = 2: Consecration, 3: Scorching Ray, 4: Troubadour,
    Banished = 1: Collapsed Ceiling, 5: Cure
    Examined =

    Location =
    Acquired =
    Examined =

    From Box =

    Displayed =
    Give =
    Used =

    Other =
    "

    Ezren (Core) wrote:

    Hand: Spellbook, Binder's Tome, Ukobach, Cure, Hungry Ghost Monk, Hungering Staff, ac Levitate,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 3
    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): Sphere of Fire, lt Medusa Mask, Glamour
    Recharged: lt Sihedron Medallian, Life Drain, Acid Splash, ac Consecration, ac Crowbar, ac Scorching Ray, Black Dagger Chemist, Deathgrip, Fire Snake, Pyrotechnic Blast,
    Discard Pile: ac Troubadour,
    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

    Blessing of Irori in effect. Use location effect recharging Mist Horn to draw a card: Giantbane Greataxe.

    Move to Shadow Clock.

    Examine Shadow Clock card 1 Cultist. Discard Enhance to encounter it.

    Shadow Clock Card 1: 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.

    combat 9 revealing Giantbane Greataxe, aided by power feat: 1d4 + 1d12 + 1d6 + 1 ⇒ (1) + (2) + (1) + 1 = 5

    Use Hero point to reroll.

    combat 9 revealing Giantbane Greataxe, aided by power feat: 1d4 + 1d12 + 1d6 + 1 ⇒ (4) + (11) + (3) + 1 = 19

    Take free explore.

    Shadow Clock Card 2: 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.

    constitution 2: 1d6 ⇒ 6

    Discard Cat (Core) to explore.

    Shadow Clock Card 3: Caltrops:

    RotR
    Item B
    Traits:
    Basic
    Object
    To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

    Banished.

    Estra wrote:

    Hand: Honaire, Life Drain, Divine Insight, Giantbane Greataxe, Staff of Minor Healing (Core), Leather Armor,

    Displayed:
    Deck: 6 Discard: 7 Buried: 0
    "Current Location: Shadow Clock
    Hero Points: 4"
    "NOTES:
    Available Support: Folio reroll: Used
    Adventure 1d12: used

    Blessings are available for use.

    Divine Insight: On any check to defeat a barrier, banish to add 2d6.
    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Dance, Gray Maiden Plate
    Recharged: Cure (Core), Crowbar (Core), Enlarge, Mist Horn (Core),
    Discard Pile: Pharasma's Knowing, Bodyguard, The Paladin, Frozen Touch, Holy Light (Core), Enhance, Cat (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 cards 1 and 3 banished. Card 2 acquired.

    Estra used a Hero point.

    After the start of Agna's turn recharge Staff of Minor Healing (Core) to heal 1.


    Deck Handler

    Hourglass: Blessing of Lamashtu

    Explore:
    Temple #1: Blessing of Desna INT 5: 1d4 ⇒ 2 Fail. Discard Blessing of the Gods to explore. Discarding Bastion Boots for Scenario power

    Temple #2: Blessing of the Gods. Auto acquire. Discard Blessing of the Gods 2 and Thieves' Tools to explore.

    Temple #3: Warhammer +1. Str 9: 1d10 + 1 ⇒ (9) + 1 = 10 Acquired

    EOT- Examine top card: Detect Magic

    Agna wrote:

    Hand: Blessing of the Gods 3, Warhammer +1, Conch Shell, Cleaving Battleaxe, Sands of the Hour, Shield of Resistance,

    Displayed:
    Deck: 9 Discard: 6 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): Bastard Sword, Droogami (core), Pig, Frost Longspear, Cruel Longsword, Bat (core), Blessing of Gorum
    Recharged: Dog (core), Horse,
    Discard Pile: Prayer, Covering Heavy Shield, Blessing of the Gods, Bastion Boots, Blessing of the Gods 2, Thieves' Tools,
    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 ([x ]or bottom) card of your location deck

    Location: Temple
    Banish #1
    Acquired #2 and #3
    Examine #4- Detect Magic


    Zadim's Deck Handler

    Hour is Blessing of the Gods

    Stay at Town Square

    Zadim is nearly toppled when a Card 2: Goblin Cutpurse sprints past him.

    BA WIS 6: 1d6 ⇒ 3 Bury Venomous Hand Crossbow

    The goblin seems quite happy with their new weapon. Zadim starts walking away before realizing that the goblin's new toy looks awfully familiar... He draws his rapier and gives chase! Reveal Keen Rapier for Acrobatics+1d6+1. Reveal Belt for +1

    Combat 8: 1d8 + 1d6 + 6 ⇒ (2) + (1) + 6 = 9

    Zadim catches up with the cutpurse and gets his crossbow back, though it was damaged in the scuffle. The cutpurse had also stolen a scroll of Card 3: Force Missile. Recharge Humanbane Rapier to examine location. Discard Spider to explore

    INT 4: 1d8 ⇒ 3

    He can't decipher the scroll.

    "

    Zadim wrote:

    Hand: The Inquisitor, Snakebite Dagger, Keen Rapier, Belt of Physical Prowess, Grounded Studded Leather, Priest of Abadar,

    Displayed: Spider Venom, Elixir of Energy Resistance, Slick Leather,
    Deck: 2 Discard: 5 Buried: 1
    Hero Points: 4
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Rapier, Humanbane Rapier, Hand Crossbow)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Sword Cane (Core), Humanbane Rapier,
    Discard Pile: Pharasma's Knowing, Orison, Snake (Core), Thieves' Tools (Core), Spider (Core),
    Buried Pile: Venomous Hand Crossbow,

    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

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

    Out of Turn Updates

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

    Start of Turn

    At: #5: Academy
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Glamour - Draw

    Give: No
    Move: #4: Town Square
    At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.

    Banish Cure, Heal Zadim: 1d4 + 1 ⇒ (3) + 1 = 4

    Free explore = 4: Goblin Dog, Monster 1: Combat 9

    Spoiler:
    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.

    Reveal Hungering Staff 1d12+2+2+1d6+2, reveal Binder's Tome +1d4
    Combat 9: 1d12 + 2 + 2 + 1d6 + 2 + 1d4 ⇒ (1) + 2 + 2 + (1) + 2 + (1) = 9 - Banished

    Discard Ukobach, draw(Sphere of Fire), explore +1 Fire on checks to defeat =
    5: Potion of Hiding, Item B: Craft 4

    Spoiler:
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Stealth check.

    Craft 1d12+2+1, reveal Spellbook +1d4
    Craft 4: 1d12 + 2 + 1 + 1d4 ⇒ (8) + 2 + 1 + (1) = 12 - Acquired

    Ezren recharge(ac Levitate) to examine (6: Guard, Ally B), Recharge (Hungry Ghost Monk) to explore = 6: Guard, Ally B: Constitution 4

    Spoiler:
    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.

    Constitution 4: 1d4 ⇒ 3 - Banished

    Ezren recharge(Sphere of Fire) to examine (7: Zombie Minion, Henchman 2), Recharge (Binder's Tome) to explore = 7: Zombie Minion, Henchman 2: Combat 9

    Spoiler:
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.

    Reveal Hungering Staff 1d12+2+2+1d6+2
    Combat 9: 1d12 + 2 + 2 + 1d6 + 2 ⇒ (8) + 2 + 2 + (1) + 2 = 15 - Banished

    Location #4: Town Square - CLOSED
    When Closing: Banish a card from your hand. (ac Potion of Hiding)
    When Permanently Closed: On closing, each character at this location recharges a card (Glamour)and may then draw a card. (No)

    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 lt Medusa Mask, lt Sihedron Medallian, Life Drain, Acid Splash, ac Consecration

    Summary
    Location = #4: Town Square - CLOSED
    Acquired = 5: Potion of Hiding
    Banished = 4: Goblin Dog, 6: Guard, 7: Zombie Minion
    Examined =

    Location =
    Acquired =
    Examined =

    From Box =

    Displayed =
    Give =
    Used =

    Other = Heal Zadim: 4 cards

    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Spellbook, lt Medusa Mask, lt Sihedron Medallian, Life Drain, Acid Splash, ac Consecration,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 3
    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: ac Crowbar, ac Scorching Ray, Black Dagger Chemist, Deathgrip, Fire Snake, Pyrotechnic Blast, ac Levitate, Hungry Ghost Monk, Sphere of Fire, Binder's Tome, Glamour,
    Discard Pile: ac Troubadour, Ukobach,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    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

    Blessing of Sarenrae in effect.

    Location effect recharge my hand and draw 6 cards: Gray Maiden Plate, Mist Horn (Core), Crowbar (Core), Cure (Core), Staff of Minor Healing (Core), Enlarge.

    Examine Shadow Clock Card 4: Large Chest. Discard Mist Horn to encounter it.

    Shadow Clock Card 4: 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.

    strength 10 +2 displaying Enlarge, aided by power feat, revealing Crowbar, recharging crowbar: 1d12 + 1d6 + 2d8 ⇒ (4) + (5) + (1, 7) = 17

    draw weapons: 1d4 ⇒ 1

    Draw random weapon #1 Longsword +1. Take free explore.

    Shadow Clock Card 5: Zombie Minion:

    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.

    Zadim discards The Inquisitor and a card.

    combat 9 blessed by the Inquisitor: 2d12 ⇒ (6, 5) = 11

    Probably should have noticed the fact I couldn't close. Display Gray Maiden Plate. Recharge Staff of Minor Healing (Core) to heal 1.

    cure: 1d4 + 1 ⇒ (3) + 1 = 4

    Estra ends her turn.

    Estra attempts to recover all cards in her Recovery pile.
    Cure (Core): Divine 8: 1d10 + 4 ⇒ (7) + 4 = 11 -> Cure (Core) recharged.
    Enlarge: Divine 11: 1d10 + 4 ⇒ (6) + 4 = 10 -> Enlarge discarded.

    Estra resets her hand.

    Estra wrote:

    Hand: Holy Light (Core), Longsword +1, The Paladin, Giantbane Greataxe, Mist Horn (Core), Enhance,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    "Current Location: Shadow Clock
    Hero Points: 4"
    "NOTES:
    Available Support: Folio reroll: Used
    Adventure 1d12: used

    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)

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

    The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. (1d8)
    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): Gray Maiden Plate, The Dance, Divine Insight, Life Drain, Frozen Touch, Bodyguard, Honaire, Staff of Minor Healing (Core), Leather Armor, Crowbar (Core)
    Recharged: Cure (Core),
    Discard Pile: Pharasma's Knowing, Cat (Core), Enlarge,
    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 cards 4 and 5 banished.

    Random weapon #1 Longsword +1 acquired.

    Zadim discards The Inquisitor and a card.


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

    During This Adventure:

    During This Scenario: 2-2E: A BAD DAY TO BE GOOD

  • When you play a blessing, discard a card; if the blessing you play has the Sarenrae trait, discard 1d6 cards.
  • You may banish the top card of the blessings deck to add 1d12 to a check against a bane you encounter.

    Additional Rules: 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:
    AVALEXI
    HENCHMEN:
    ZADENDI
    ZOMBIE MINIONS

    Others :

    Scenario Level (#): 2

    Turn: 12, Agna/Grimsnik

    Random Cards:

    Monsters
    Spoiler:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Spoiler:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

    Barriers
    Spoiler:
    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:
    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.

    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:
    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.

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


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

    Spoiler:
    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.

    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    Allies
    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.

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

    Spoiler:
    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.

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

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Estra/Bigguyinblack
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 4 Agna/Grimsnik
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 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 Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 Zadim/AAUGHWHY
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 12 Agna/Grimsnik
    Blessing of 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 Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Estra/Bigguyinblack
    Blessing of 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Location #2: Temple
    At This Location: When you move or are moved here, discard a card.
    Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None

    Temple Card 1 (Detect Magic):
    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.
    Temple Card 2:
    Zombie Minion
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.
    Temple Card 3:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.
    Temple Card 4:
    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.

    Location #3: Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Throne Room 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.
    Throne Room Card 2:
    Avalexi
    None
    Villain 2
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.
    Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
    If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.
    Throne Room Card 3:
    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.
    Throne Room Card 4:
    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.
    Throne Room Card 5:
    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.
    Throne Room 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.
    Throne Room Card 7:
    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.

    Location #4: Town Square
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Matsu_Kurisu, Zadim/AAUGHWHY, None

    Location #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Academy Card 1:
    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.
    Academy Card 2:
    Grindylow
    RotR
    Monster P
    Traits:
    Aberration
    Aquatic
    Goblin
    Veteran
    To Defeat:
    Combat 12
    The Grindylow may not be evaded.
    The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
    "Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

    Location #6: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, None
    Shadow Clock Card 1:
    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.
    Shadow Clock Card 2:
    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.
    Shadow Clock Card 3:
    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.
    Shadow Clock Card 4:
    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 5:
    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


  • Deck Handler

    Hourglass: Blessing of Torag

    Temple #4: Detect Magic. Wisdom 2: 1d8 ⇒ 5 Discard Sands of the hour to examine top card then may explore- Zombie Minion. Discard Detect Magic for Scenario Power. Exploring.
    Temple #5: Zombie Minion. Agna hacks through a zombie and clears the Temple. Combat 9: 1d10 + 3 + 1d8 + 1 ⇒ (10) + 3 + (1) + 1 = 15 Success. Auto close

    Agna wrote:

    Hand: Blessing of the Gods 3, Warhammer +1, Conch Shell, Cleaving Battleaxe, Bastard Sword, Shield of Resistance,

    Displayed:
    Deck: 8 Discard: 8 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): Droogami (core), Pig, Bat (core), Frost Longspear, Blessing of Gorum, Cruel Longsword
    Recharged: Dog (core), Horse,
    Discard Pile: Prayer, Covering Heavy Shield, Blessing of the Gods, Bastion Boots, Blessing of the Gods 2, Thieves' Tools, Sands of the Hour, Detect Magic,
    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 ([x ]or bottom) card of your location deck

    Temple- Closed


    Zadim's Deck Handler

    On Ezren's turn get healed. On Estra's turn discard the Inquisitor and Keen Rapier

    Hour is Blessing of the Gods

    Display Grounded Studded Leather

    Move to Shadow Clock

    A scroll of Card 1: Acid Arrow flies past Zadim on his way to the Shadow Clock

    INT 4: 1d8 ⇒ 3

    It flies out of his reach before he's able to grab it. A Card 2: Bastard Sword +1 also flies past him! Dangerous... discard Priest of Abadar to explore again. Reveal Belt for +1

    STR 9: 1d8 + 1 ⇒ (4) + 1 = 5

    Zadim dives out of the way.

    "

    Zadim wrote:

    Hand: Thieves' Tools (Core), Snakebite Dagger, Sword Cane (Core), Belt of Physical Prowess, Humanbane Rapier, Spider (Core),

    Displayed: Spider Venom, Elixir of Energy Resistance, Slick Leather, Grounded Studded Leather,
    Deck: 2 Discard: 4 Buried: 1
    Hero Points: 4
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Sword Cane, Humanbane Rapier)

    Spider: use it to guard Shadow Clock

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Snake (Core), Pharasma's Knowing
    Recharged:
    Discard Pile: Priest of Abadar, Orison, The Inquisitor, Keen Rapier,
    Buried Pile: Venomous Hand Crossbow,

    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

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

    Out of Turn Updates

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

    Start of Turn

    At: #4: Town Square
    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 Crowbar - No

    Give: No
    Move: #5: Academy
    At This Location: YOn your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.

    Free explore = 1: Arcane Armor, Spell B: Arcane 4

    Spoiler:
    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.

    Arcane 1d12+2+2, reveal Spellbook +1d4
    Arcane 4: 1d12 + 2 + 2 + 1d4 ⇒ (4) + 2 + 2 + (4) = 12 - Acquired

    Ezren recharge(ac Arcane Armor) to examine (2: Grindylow, Monster P), Recharge (lt Medusa Mask) to explore = 2: Grindylow, Monster P, Veteran: Combat 12

    Spoiler:
    Traits:
    Aberration
    Aquatic
    Goblin
    Veteran
    To Defeat:
    Combat 12
    The Grindylow may not be evaded.
    The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.

    Reveal Hungering Staff (discard: ac Consecration AD2) 1d12+2+2+1d6+2+1d6+2
    Combat 14(12+2): 1d12 + 2 + 2 + 1d6 + 2 + 1d6 + 2 ⇒ (11) + 2 + 2 + (3) + 2 + (4) + 2 = 26 - Banished

    Location #5: Academy
    When Closing: Succeed at a Arcane 6 check.
    Arcane 1d12+2+2, reveal Spellbook +1d4
    Arcane 6: 1d12 + 2 + 2 + 1d4 ⇒ (9) + 2 + 2 + (1) = 14 - CLOSED

    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck. (ac Consecration)

    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 ac Crowbar, ac Scorching Ray

    Summary
    Location = #5: Academy - CLOSED
    Acquired = 1: Arcane Armor
    Banished = 2: Grindylow
    Examined =

    Location =
    Acquired =
    Examined =

    From Box =

    Displayed =
    Give =
    Used =

    Other =
    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Life Drain, Acid Splash, ac Scorching Ray, Spellbook, lt Sihedron Medallian, ac Crowbar,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 3
    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: Black Dagger Chemist, Deathgrip, Fire Snake, Pyrotechnic Blast, ac Levitate, Hungry Ghost Monk, Sphere of Fire, Binder's Tome, Glamour, ac Arcane Armor, lt Medusa Mask,
    Discard Pile: ac Troubadour, Ukobach, ac Consecration,
    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

    Blessing of Erastil in effect.

    Shadow Clock effect. Recharge hand and draw 6 cards: Divine Insight, Life Drain, The Dance, Crowbar (Core), Gray Maiden Plate, and Staff of Minor Healing (Core).

    Move to Throne Room.

    Examine Throne Room card 1 Bracers of Protection. Discard Crowbar (Core) to encounter.

    Throne Room 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.

    Intelligence 3: 1d8 ⇒ 1

    Take free explore.

    Throne Room Card 2: Avalexi:

    None
    Villain 2
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.
    Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
    If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.

    Use closed Temple's effect. Evade encounter. Move to Temple. Discard The Dance and Gray Maiden Plate. Reset hand and end turn.

    Estra wrote:

    Hand: Divine Insight, Staff of Minor Healing (Core), Life Drain, Frozen Touch, Honaire, Bodyguard,

    Displayed:
    Deck: 8 Discard: 6 Buried: 0
    "Current Location: Temple
    Hero Points: 4"
    "NOTES:
    Available Support: Folio reroll: Used
    Adventure 1d12: used

    Blessings are available for use.

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

    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): Leather Armor
    Recharged: Cure (Core), Giantbane Greataxe, Holy Light (Core), Enhance, The Paladin, Mist Horn (Core), Longsword +1,
    Discard Pile: Pharasma's Knowing, Cat (Core), Enlarge, Crowbar (Core), The Dance, Gray Maiden Plate,
    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.

    Throne Room Card 1 banished. Card 2 is villain and was evaded.

    Estra is at Temple.


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

    During This Adventure:

    During This Scenario: 2-2E: A BAD DAY TO BE GOOD

  • When you play a blessing, discard a card; if the blessing you play has the Sarenrae trait, discard 1d6 cards.
  • You may banish the top card of the blessings deck to add 1d12 to a check against a bane you encounter.

    Additional Rules: 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:
    AVALEXI
    HENCHMEN:
    ZADENDI
    ZOMBIE MINIONS

    Others :

    Scenario Level (#): 2

    Turn: 16, Agna/Grimsnik

    Random Cards:

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

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

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

    Barriers
    Spoiler:
    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    Battleaxe
    RotR
    Weapon B
    Traits:
    Axe
    Elite
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    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:
    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:
    Quarterstaff
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Spells
    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:
    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:
    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:
    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:
    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.

    Armors
    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.

    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:
    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:
    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:
    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:
    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:
    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:
    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.

    Allies
    Spoiler:
    Crow
    RotR
    Ally B
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    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:
    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:
    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.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 14

    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 Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 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 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 5 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Zadim/AAUGHWHY
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 8 Agna/Grimsnik
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 Zadim/AAUGHWHY
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 Ezren/Matsu_Kurisu
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Estra/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Estra/Bigguyinblack
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 12 Agna/Grimsnik
    Blessing of 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Ezren/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 Ezren/Matsu_Kurisu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Location #2: Temple
    Closed
    At This Location: When you move or are moved here, discard a card.
    Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, Agna/Grimsnik, None

    Location #3: Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Villain Avalexi

    Throne Room Card 1:
    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.
    Throne Room Card 2:
    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.
    Throne Room Card 3:
    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.
    Throne Room Card 4:
    Avalexi
    None
    Villain 2
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.
    Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
    If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.
    Throne Room Card 5:
    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.
    Throne Room 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.

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

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

    Location #6: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zadim/AAUGHWHY, None

    Shadow Clock Card 1:
    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.
    Shadow Clock Card 2:
    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 3:
    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


  • Deck Handler

    Hourglass: Blessing of the Gods

    Move: Throne Room

    #1- Boots of Elvenkind Dex 5: 1d8 ⇒ 5

    EOT- Examine top card- Heavy Pick +1
    Discard Boots of Elvenkind

    Agna wrote:

    Hand: Blessing of the Gods 3, Warhammer +1, Conch Shell, Cleaving Battleaxe, Bastard Sword, Shield of Resistance,

    Displayed:
    Deck: 8 Discard: 9 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): Bat (core), Blessing of Gorum, Pig, Frost Longspear, Cruel Longsword, Droogami (core)
    Recharged: Dog (core), Horse,
    Discard Pile: Prayer, Covering Heavy Shield, Blessing of the Gods, Bastion Boots, Blessing of the Gods 2, Thieves' Tools, Sands of the Hour, Detect Magic, Boots of Elvenkind,
    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 ([x ]or bottom) card of your location deck

    Throne Room
    Acquired #1- Boots of Elvenkin
    Examined #2- Heavy Pick +1


    Zadim's Deck Handler

    Hour is Blessing of the Gods

    Start of turn, process Shadow Clock effect

    Zadim wrote:

    Hand: Pharasma's Knowing, Snake (Core), Snakebite Dagger, Humanbane Rapier, Belt of Physical Prowess, Spider (Core),

    Displayed: Spider Venom, Elixir of Energy Resistance, Slick Leather, Grounded Studded Leather,
    Deck: 2 Discard: 4 Buried: 1
    Hero Points: 4
    "NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Sword Cane, Humanbane Rapier)

    Spider: use it to guard Shadow Clock"

    Zadim gets into position to take out Avalexi at the Throne Room. He doesn't fall for the Card 2: Heavy Pick +1 set out as bait. Auto-Fail check to acquire pick

    A suit of Card 3: Magic Leather Armor might be useful though... Recharge Pharasma's Knowing to examine location. Then Discard Spider to explore it. Auto-Acquire by Revealing belt

    Zadim spots Card 4: Avalexi and signals to the rest of his team to set up the ambush. Recharge Magic Leather Armor to examine top card of location

    "

    Zadim wrote:

    Hand: Sword Cane (Core), Snake (Core), Snakebite Dagger, Humanbane Rapier, Belt of Physical Prowess, Thieves' Tools (Core),

    Displayed: Spider Venom, Elixir of Energy Resistance, Slick Leather, Grounded Studded Leather,
    Deck: 3 Discard: 5 Buried: 1
    Hero Points: 4
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Sword Cane, Snakebite DaggerHumanbane Rapier)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Sword Cane (Core), Thieves' Tools (Core), Pharasma's Knowing, Magic Leather Armor,
    Discard Pile: Priest of Abadar, Orison, Spider (Core), The Inquisitor, Keen Rapier,
    Buried Pile: Venomous Hand Crossbow,

    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: 2-2E: A BAD DAY TO BE GOOD

  • When you play a blessing, discard a card; if the blessing you play has the Sarenrae trait, discard 1d6 cards.
  • You may banish the top card of the blessings deck to add 1d12 to a check against a bane you encounter.

    Additional Rules: 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:
    AVALEXI
    HENCHMEN:
    ZADENDI
    ZOMBIE MINIONS

    Others :

    Scenario Level (#): 2

    Turn: 18, Ezren/Matsu_Kurisu

    Random Cards:

    Monsters
    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.

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

    Spoiler:
    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:
    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:
    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.

    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:
    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:
    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:
    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.

    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:
    Quarterstaff
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

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

    Spoiler:
    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:
    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:
    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:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

    Armors
    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.

    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:
    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:
    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:
    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:
    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.

    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:
    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.

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

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

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

    Hours Remaining: 12

    Hourglass

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

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

    Location #2: Temple
    Closed
    At This Location: When you move or are moved here, discard a card.
    Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, None

    Location #3: Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, Zadim/AAUGHWHY, Villain Avalexi

    Throne Room Card 1 (Avalexi):
    Avalexi
    None
    Villain 2
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.
    Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
    If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.
    Throne Room Card 2:
    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.
    Throne Room 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.

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

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

    Location #6: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Shadow Clock Card 1:
    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.
    Shadow Clock Card 2:
    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 3:
    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

  • Dark Archive

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

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

    Out of Turn Updates

    Blessing = #18 Ezren/Matsu Kurisu: Blessing of Torag

    Start of Turn

    At: #5: Academy
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. lt Medusa Mask - No

    Give: No
    Move: #3: Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.

    Free explore = No

    Ezren recharge(Acid Splash) to examine (1: Avalexi, Villain 2 ), Recharge (ac Crowbar) to explore = 1: Avalexi, Villain 2: Combat 17

    Spoiler:
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.
    Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
    If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.

    Grimsnik summons & encounters
    The Sand Point Devil:
    villain (monster)
    Traits: Outsider
    Check to defeat: Combat 20 THEN Combat 20
    After the encounter, banish the Sandpoint Devil.

    Pausing turn for Grimsnik / Zadim to fight The Sandpoint Devil


    Deck Handler

    Combat 20: 2d10 + 3 + 1d10 + 1d10 ⇒ (3, 4) + 3 + (8) + (3) = 21 Reveal and discard Bastard Sword. Discard Blessing of the Gods. Discard Conch Shell for Scenario power


    Zadim's Deck Handler

    Take one of the combats vs the Sandpoint Devil. Reveal Humanbane Rapier for Acrobatics+1d6+1. Recharge Swordcane for +Stealth. Freely reveal Belt for +1. Reload Spider Venom for +1d4

    Combat 20: 2d8 + 1d6 + 1d4 + 10 ⇒ (7, 4) + (5) + (4) + 10 = 30

    Ezren can recharge Snakebite Dagger to add my Stealth (+1d8+4) to their combat, if needed

    Dark Archive

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

    Continuing turn
    Grimsnik / Zadim defeated The Sandpoint Devil[/b]

    Ezren continues fight vs 1: Avalexi, Villain 2: Combat 17

    Spoiler:
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.
    Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
    If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.

    Ignoring BYA as not playing spells

    Reveal Hungering Staff (discard: ac Scorching Ray AD1) 1d12+2+2+1d6+2+1d6+1
    Combat 17: 1d12 + 2 + 2 + 1d6 + 2 + 1d6 + 1 ⇒ (10) + 2 + 2 + (3) + 2 + (1) + 1 = 21 - Defeated.

    Villain flees to #6: Shadow Clock

    Location #3: Throne Room - CLOSED from Villain defeat

    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 lt Medusa Mask, ac Levitate, Hungry Ghost Monk

    Summary
    Location = #3: Throne Room - CLOSED
    Acquired =
    Banished = 1: Avalexi
    Examined =

    Location = #6: Shadow Clock - Random (1-3,V)
    Added = Throne Room Card 1 (Avalexi): Avalexi
    Examined =

    From Box =

    Displayed =
    Give =
    Used =

    Other =
    "

    Ezren (Core) wrote:

    Hand: Hungering Staff, Life Drain, Spellbook, lt Sihedron Medallian, lt Medusa Mask, ac Levitate, Hungry Ghost Monk,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 3
    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): Binder's Tome, Deathgrip, ac Arcane Armor, Black Dagger Chemist, Glamour, ac Consecration, Fire Snake, Sphere of Fire, Pyrotechnic Blast
    Recharged: Acid Splash, ac Crowbar,
    Discard Pile: ac Troubadour, Ukobach, ac Scorching Ray,
    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

    Blessing of the Gods in effect.

    Move to Shadow Clock. Ezren levitates Zadim here as well.

    Examine Shadow Clock card 1.

    random card villain is 4: 1d4 ⇒ 4

    Discard Staff of Minor Healing (Core) to encounter it.

    Avalexi:

    None
    Villain 2
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.
    Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
    If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.

    Zadim summons and encounters The Sandpoint Devil.

    The Sand Point Devil:

    villain (monster)
    Traits: Outsider
    Check to defeat: Combat 20 THEN Combat 20
    After the encounter, banish the Sandpoint Devil.

    Adjustments to Zadim's deck handler: Sword Cane is recharged, Spider Venom is reloaded instead of displayed.

    Zadim's combat 20 revealing Humanbane Rapier, freely revealing Belt of Physical Prowess, Recharge Snake to add 1d4 and the poison trait, recharge Belt of Physical Prowess to add his intelligence skill, freely recharge Snakebite Dagger to add his stealth skill: 1d8 + 1d6 + 1d4 + 1d8 + 1d8 + 9 ⇒ (7) + (6) + (1) + (1) + (3) + 9 = 27

    Estra's combat 20 check casting Frozen Touch, reloading Honaire, Banish top of blessing deck to add 1d12: 1d10 + 2d4 + 1d6 + 1d12 + 6 ⇒ (2) + (3, 2) + (6) + (12) + 6 = 31

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

    divine 10 BYA from Avalexi: 1d10 + 4 ⇒ (6) + 4 = 10

    combat 17 casting Life Drain, reloading Honaire, Zadim recharges Humanbane Rapier to add his Stealth: 1d10 + 2d4 + 1d6 + 1d8 + 10 ⇒ (9) + (2, 1) + (6) + (6) + 10 = 34

    We win!


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    COMPLETED SCENARIO 2-2E: A BAD DAY TO BE GOOD
    Development
    The demoness Avalexi will take the hearts of Sarenite priests no more. Between you and Kasadei’s watchmen, you slew the demoness and chased her captive Sandpoint Devil back to the skies. The Sarenites can practice their worship in peace once again.
    “I thank you for your many services,” Kasadei says. “I know the watch doesn’t pay enough, but I can say we’ve got some pull. And because of your fine work, I was able to get my boss’s boss to secure passage on a merchant ship across the waters. The boat will take you the route of the long-gone Irespan to Hollow Mountain. That is, if you still want to go.”
    It’s tempting to stay in such an interesting city, but it is time for you to leave. Hollow Mountain calls to you, and you must answer.

    Reward
    Scenario Reward- For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Impaler of Thorns and 1 character may temporarily replace 1 armor in his deck with the loot Snakeskin Tunic. At the end of each scenario, return the loot to the game box.
    Adventure Reward-
    Each character chooses a blessing that has an adventure deck number of 2 or lower from the box. Pathfinder Adventure Card Guild characters may use it as a bonus deck upgrade.

    Acquired Cards (* = Plunder)
    Troubadour (Ally B)
    Leather Armor (Armor B)
    Magic Leather Armor (Armor B)
    Blessing of the Gods (Blessing B)
    Blessing of the Gods (Blessing B)
    Potion of Hiding (Item B)
    Boots of Elvenkind (Item B)
    Crowbar (Item B)
    Thieves' Tools (Item B)
    Levitate (Spell B)
    Consecration (Spell 2)
    Detect Magic (Spell B)
    Scorching Ray (Spell 1)
    Arcane Armor (Spell B)
    Longsword +1 (Weapon B)
    Warhammer +1 (Weapon B)

    Weapon 00
    Spell 02010
    Armor 00
    Item 0000
    Ally 0
    Blessing 00

    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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    2-3 INTO THE MOUNTAIN

    This is so exciting! At last you’re heading toward the legendary Hollow Mountain. You still don’t know for sure that there’s something related to the Runelords happening there, but by the gods, as you draw closer, it just feels like there must be.
    Long ago, when the Thassilonian Empire was new, a bridge called the Irespan, hundreds of feet wide and many miles long, stretched from Magnimar in the south all the way north across the Varisian Gulf to Rivenrake Island. When the empire fell, the Irespan crumbled, and in modern times, those hardy few who want to visit the island are forced to travel by boat.
    So you found a boat. The Benevolent Mistress was leaving Magnimar’s port district, certainly in no way intending to dock in Riddleport. Captain Harshglen was more than willing to take your hard-earned coin in exchange for passage to the island. “Another band of adventurers who want to dare Hollow Mountain, eh?” she mutters, fidgeting with the hook where her hand should be. “Many have tried, you know. Not many came back.”
    The Varisian Gulf is beautiful on a late spring afternoon. The sun is shining, the waves are slapping gently against the hull, and life seems full of possibility. As you approach the shores of Rivenrake Island, a cold wind blows across your back. Looming above you, after what seems like years of travel and adventure, is the Mountain.
    Captain Harshglen puts you unceremoniously ashore in the ship’s boat. “Good luck, heroes. We’ll be back this way in a week or so, as we agreed. Remember to light a bonfire so we know you’re alive and want passage home. We’ll wait for two nights—after that, you’re on your own.” With that, and a skeptical parting glance, she directs her sailors to row back to the Benevolent Mistress.
    Before you lies a rocky slope, sparsely studded with trees. In the distance, before the mountain rises, you see the shrouded outlines of ruined buildings. You’ve heard there used to be a city here— Xin-Bakrakhan? Might be worth exploring.

    2-3A: SCOURING STRIFEHOLD

    It’s time to conquer Hollow Mountain.
    In the ruins of Xin-Bakrakhan, the city that once spread along the mountain’s lower slopes, you stumble into what was once an evenly cobblestoned avenue. Stumpy fragments of walls remain, and the tallest among you can see the outlines of former buildings in the walls’ arrangement. The avenue’s remnants run off for hundreds of feet in either direction.
    You head left down the avenue for a time, and eventually find something more than rubble and overgrowth. The dim outline eventually resolves into an actual structure two stories high. The better part of two wooden doors hangs drunkenly open, casting a lonely shadow across the cracked cobblestones. The stone arch above the doors bears an inscription that hasn’t entirely faded—this place was once known as Strifehold.
    After a quick check of your group’s morale to confirm that your adventuring spirit will not be denied, you wrench one of the doors free of its last hinge. It falls with a crash, and you step inside.
    Well, that’s a nice surprise. The interior of this building is in considerably better repair than its crumbling exterior would indicate. It looks like several areas are connected to this main room through arched passageways, one closed by a familiar-looking symbol lock.
    You’d guess this was once a weapons or armor shop in its heyday. “Strifehold” has a certain violent ring to it, and there are some piles of splintered wood near the walls that might once have been weapon racks. In fact, there appears to be an intact rack near the back of this room. You move closer to see if anything’s left to loot.
    The hissing sound that emanates from the archway near you seems to imply that something else might have beaten you to it.

    PLAYERS LOCATIONS
    1 DESECRATED VAULT
    1 GARRISON
    1 THASSILONIAN DUNGEON
    2 CATACOMBS OF WRATH
    3 DEEPER DUNGEONS
    4 GENERAL STORE
    5 WARRENS
    6 TEMPLE

    VILLAIN:
    HERALD OF WRATH
    HENCHMEN:
    SKINSAW CULTISTS

    DURING THIS SCENARIO

  • At the start of your turn, succeed at a Strength or Dexterity 5 check or you cannot move until the end of your turn.
  • Treat the henchman Skinsaw Cultist as if it has the following additional power: “After you act, each character at your location must succeed at a Dexterity or Acrobatics 7 check or be dealt 1d4+1 Fire damage.”

    Reward:
    Each character chooses weapon, spell, or item and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.


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    During This Adventure:

    During This Scenario: 2-3A: SCOURING STRIFEHOLD

  • At the start of your turn, succeed at a Strength or Dexterity 5 check or you cannot move until the end of your turn.
  • Treat the henchman Skinsaw Cultist as if it has the following additional power: “After you act, each character at your location must succeed at a Dexterity or Acrobatics 7 check or be dealt 1d4+1 Fire damage.”

    Additional Rules: VILLAIN:
    HERALD OF WRATH
    HENCHMEN:
    SKINSAW CULTISTS

    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.

    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.

    Scenario Level (#): 3

    Turn: 0, Estra/Bigguyinblack

    Random Cards:

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

    Spoiler:
    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:
    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:
    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 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:
    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.

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

    Spoiler:
    Large Chest
    RotR
    Barrier C
    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:
    Battered Chest
    RotR
    Barrier C
    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.

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

    Spoiler:
    Icy Longspear +1
    RotR
    Weapon C
    Traits:
    2-Handed
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    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:
    Shortbow
    RotR
    Weapon C
    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.

    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.

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


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

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

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

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

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

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

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

    Spoiler:
    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:
    Burglar
    RotR
    Ally C
    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.

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

    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:
    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.

    Blessings
    Spoiler:
    Blessing of Zarongel
    RotR
    Blessing P
    Traits:
    Divine
    Zarongel
    To Acquire:
    Constitution
    Fortitude 6
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

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

    Location #2: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Location #4: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

  • Dark Archive

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

    Ezren - Start 3.1
    - 2-3A: SCOURING STRIFEHOLD

    Card Upgrade
    = Locate Object (AD1) in, Acid Splash out

    Loot swaps
    - Sihedron Medallion: 1d1000 ⇒ 345, Thieves Tools out

    Starting location
    Where Estra is, in case I get Cure in starting hand. Will then move to #3: Thassilonian Dungeon

    Starting Hand
    "

    Ezren (Core) wrote:

    Hand: Locate Object, Pyrotechnic Blast, Hungry Ghost Monk, Fire Snake, Cure, lt Sihedron Medallian, Black Dagger Chemist,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Distant:
    Local: vs Magic card, recharge a card to add 1d4. Available

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hungering Staff, Ukobach, Life Drain, Life Drain (UltMgc), Deathgrip, Gem of Mental Acuity (Core), Sphere of Fire, Glamour, Spellbook, Binder's Tome
    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

    "


    Deck Handler

    Starting Location:Garrison

    Loot Swap: Impaler of Thorns replaces Bastard Sword.

    Agna wrote:

    Hand: Cleaving Battleaxe, Shield of Resistance, Horse, Blessing of the Gods, Sands of the Hour, Conch Shell,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 4
    "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): Dog (core), Frost Longspear, Blessing of Cayden Cailean, Pig, Impaler of Thorns, Bastion Boots, Covering Heavy Shield, Cruel Longsword, Blessing of Gorum, Droogami (core), Bat (core)
    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 ([x ]or bottom) card of your location deck


    Deck Handler Desired Upgrades

    Starting location General Store.

    Estra wrote:

    Hand: Honaire, The Dance, Crowbar (Core), Mist Horn (Core), Enhance, Bodyguard,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    "Current Location: General Store
    Hero Points: 4"
    "NOTES:
    Available Support: Folio reroll:
    Adventure 1d12: used

    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.

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

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

    Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
    At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)
    Movement: Folio reroll:
    Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gray Maiden Plate, The Paladin, Cat (Core), Enlarge, Deathgrip (Core), Pharasma's Knowing, Divine Insight, Staff of Minor Healing (Core), Cure (Core), Holy Light (Core), Giantbane Greataxe
    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: Gray Maiden Plate. Recharge a card: Crowbar (Core).


    Zadim's Deck Handler

    Starting Location: Deeper Dungeons

    "

    Zadim wrote:

    Hand: Humanbane Rapier, Belt of Physical Prowess, Sword Cane (Core), Thieves' Tools (Core), Spider Venom, Priest of Abadar,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use Sword Cane)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Carnival, Grounded Studded Leather, Venomous Hand Crossbow, Keen Rapier, Slick Leather, Snake (Core), Spider (Core), Snakebite Dagger, Pharasma's Knowing, Elixir of Energy Resistance, The Inquisitor
    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

    "

    Display Spider Venom


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

    During This Adventure:

    During This Scenario: 2-3A: SCOURING STRIFEHOLD

  • At the start of your turn, succeed at a Strength or Dexterity 5 check or you cannot move until the end of your turn.
  • Treat the henchman Skinsaw Cultist as if it has the following additional power: “After you act, each character at your location must succeed at a Dexterity or Acrobatics 7 check or be dealt 1d4+1 Fire damage.”

    Additional Rules: VILLAIN:
    HERALD OF WRATH
    HENCHMEN:
    SKINSAW CULTISTS

    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.

    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.

    Scenario Level (#): 3

    Turn: 1, Agna/Grimsnik

    Random Cards:

    Monsters
    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:
    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:
    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:
    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:
    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:
    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.

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

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

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

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

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

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

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

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

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

    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 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.

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

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

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

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

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

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

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

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

    Spoiler:
    Yap the Pixie
    RotR
    Ally 3
    Traits:
    Pixie
    To Acquire:
    Charisma
    Diplomacy 2
    Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
    Discard this card to explore your location.

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

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

    Spoiler:
    Blessing of 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.

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

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

    Desecrated Vault Card 1:
    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.
    Desecrated Vault Card 2:
    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.
    Desecrated Vault Card 3:
    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.
    Desecrated Vault Card 4:
    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.
    Desecrated Vault Card 5:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.
    Desecrated Vault Card 6:
    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.
    Desecrated Vault Card 7:
    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.
    Desecrated Vault Card 8:
    Skinsaw Cultist
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 11
    If undefeated, shuffle to top card of the blessings deck into this location deck.
    If defeated, you may immediately attempt to close this location.
    Desecrated Vault Card 9:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Desecrated Vault Card 10:
    Donkey Rats
    RotR
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Location #2: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Agna/Grimsnik, None
    Garrison Card 1:
    Jakardros Sovark
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
    Discard this card to explore your location.
    Garrison Card 2:
    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.
    Garrison Card 3:
    Horsechopper +1
    RotR
    Weapon P
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
    If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
    "Trip the horse, watch him drop,
    As he whinnies, chop, chop, chop!
    Don't stop there, 'cause horse is big;
    When it croaks, dance goblin jig!" - Goblin festival song

    Garrison Card 4:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
    Garrison Card 5:
    Longsword +2
    RotR
    Weapon 3
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Garrison Card 6:
    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.
    Garrison Card 7:
    Spiny Shield
    RotR
    Armor 3
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Garrison Card 8:
    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.
    Garrison Card 9:
    Skinsaw Cultist
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 11
    If undefeated, shuffle to top card of the blessings deck into this location deck.
    If defeated, you may immediately attempt to close this location.
    Garrison Card 10:
    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.

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

    Thassilonian Dungeon Card 2:
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.
    Thassilonian Dungeon Card 3:
    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.
    Thassilonian Dungeon Card 4:
    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.
    Thassilonian Dungeon Card 5:
    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.
    Thassilonian Dungeon Card 6:
    Scrying
    RotR
    Spell 3
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Thassilonian Dungeon Card 7:
    Cryptic Message
    RotR
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.
    Thassilonian Dungeon Card 8:
    Skinsaw Cultist
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 11
    If undefeated, shuffle to top card of the blessings deck into this location deck.
    If defeated, you may immediately attempt to close this location.
    Thassilonian Dungeon 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.
    Thassilonian Dungeon Card 10:
    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.

    Location #4: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Catacombs of Wrath Card 1:
    Herald of Wrath
    None
    Villain 3
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 18
    THEN Combat 18
    Before you act, succeed at a Wisdom 7 check or the difficulty of your checks is increased by 2 for the rest of the turn.
    If you cannot move, the Herald of Wrath is undefeated.
    Catacombs of Wrath 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.
    Catacombs of Wrath Card 3:
    Grindylow
    RotR
    Monster P
    Traits:
    Aberration
    Aquatic
    Goblin
    Veteran
    To Defeat:
    Combat 12
    The Grindylow may not be evaded.
    The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
    "Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
    Catacombs of Wrath Card 4:
    Muck Graul
    RotR
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
    Catacombs of Wrath Card 5:
    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.
    Catacombs of Wrath Card 6:
    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.
    Catacombs of Wrath Card 7:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Catacombs of Wrath Card 8:
    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.
    Catacombs of Wrath Card 9:
    Wand of Scorching Ray
    RotR
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand
    Fire
    Ranged
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
    Catacombs of Wrath Card 10:
    Skull Ripper
    RotR
    Monster 3
    Traits:
    Construct
    To Defeat:
    Combat 14
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Location #5: Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zadim/AAUGHWHY, None
    Deeper Dungeons Card 1:
    Returning Throwing Axe +1
    RotR
    Weapon B
    Traits:
    Axe
    Magic
    Ranged
    Slashing
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    Deeper Dungeons Card 2:
    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.
    Deeper Dungeons Card 3:
    Skinsaw Cultist
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 11
    If undefeated, shuffle to top card of the blessings deck into this location deck.
    If defeated, you may immediately attempt to close this location.
    Deeper Dungeons Card 4:
    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.
    Deeper Dungeons Card 5:
    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.
    Deeper Dungeons Card 6:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Deeper Dungeons Card 7:
    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.
    Deeper Dungeons 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.
    Deeper Dungeons Card 9:
    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.
    Deeper Dungeons Card 10:
    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.

    Location #6: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Matsu_Kurisu, Estra/Bigguyinblack, None
    General Store Card 1:
    Zombie Giant
    RotR
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.
    General Store Card 2:
    Longsword +2
    RotR
    Weapon 3
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    General Store Card 3:
    Magic Full Plate
    RotR
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    General Store Card 4:
    Skinsaw Cultist
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 11
    If undefeated, shuffle to top card of the blessings deck into this location deck.
    If defeated, you may immediately attempt to close this location.
    General Store Card 5:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
    General Store Card 6:
    Longsword +1
    RotR
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    General Store Card 7:
    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.
    General Store Card 8:
    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.
    General Store Card 9:
    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.
    General Store Card 10:
    Potion of Ghostly Form
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.


  • Deck Handler

    Hourglass: Blessing of the Gods

    SOT- Scenario Power STR 5: 1d10 + 1 ⇒ (3) + 1 = 4

    Garrison #1 Jakardros Sovark. Dex 8: 2d8 ⇒ (8, 2) = 10 Discard Blessing of the Gods. Recharge Horse to explore.

    Garrison #2 Goblin Warchanter. BYA Wisdom 8: 1d8 + 1 ⇒ (5) + 1 = 6 combat 8: 1d10 + 1 + 1d4 ⇒ (7) + 1 + (4) = 12 Horse provides +1d4 on first check. Discard Sand of the Hour to examine top card then may explore-Exploring

    Garrison #3 Horsechopper +1 Melee 9: 1d10 + 3 ⇒ (9) + 3 = 12

    Agna uses her Conch Shell to scry the Deeper Dungeons to spot a Returning Throwing Axe +1.

    EOT- Recharge Conch Shell Per 7: 1d8 + 4 ⇒ (5) + 4 = 9
    Examine top card of Garrison- Ogre

    Agna wrote:

    Hand: Cleaving Battleaxe, Shield of Resistance, Pig, Jakardros Sovark, Horsechopper +1, Frost Longspear,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 4
    "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, Droogami (core), Impaler of Thorns, Blessing of Cayden Cailean, Bat (core), Blessing of Gorum, Dog (core), Bastion Boots, Cruel Longsword
    Recharged: Horse, Conch Shell,
    Discard Pile: Blessing of the Gods, 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 ([x ]or bottom) card of your location deck

    Location Garrison
    Acquire #1 and #3
    Banish #2
    Examine #4- Ogre
    Location Deeper Dungeons
    Examine #1- Returning Throwing Axe +1


    Zadim's Deck Handler

    Hour is Blessing of the Gods

    Start of turn Scenario Power DEX 5, revealing belt: 1d8 + 3 ⇒ (4) + 3 = 7

    Zadim delves into the Deeper Dungeons and quickly finds the Card 1: Returning Throwing Axe +1 that Agna informed him about. Reveal belt for +1

    DEX 8: 1d8 + 3 ⇒ (2) + 3 = 5

    Zadim decides he already has enough weapons and leaves the axe behind. He's about to round a corner when a force missile flies around it and slams into him! Zadim can already hear the Card 2: Enchanter preparing their next spell. Discard Priest of Abadar to explore again. Discard Sword Cane for the Force Damage. Reveal Humanbane Rapier for Acrobatics+1d6+1d8+1.Reveal Belt for +1

    Combat 12: 2d8 + 1d6 + 6 ⇒ (6, 5) + (4) + 6 = 21

    The enchanter looses a gout of flame designed to deter approach. Zadim leaps through it and takes them out. Discard Theives Tools from the fire damage

    "

    Zadim wrote:

    Hand: Humanbane Rapier, Belt of Physical Prowess, Spider (Core), Grounded Studded Leather, The Carnival, Snake (Core),

    Displayed: Spider Venom,
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Recharge/discard non-2-handed weapon to add 1d8+4 to local combat (Use)

    Snake: Recharge for +1d4 and Poison to local combat
    The Carnival: discard to bless, after the roll, may flip non-d4 die

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pharasma's Knowing, Elixir of Energy Resistance, Keen Rapier, Sword Cane (Core), Venomous Hand Crossbow, Slick Leather, The Inquisitor, Snakebite Dagger
    Recharged:
    Discard Pile: Priest of Abadar, Priest of Abadar, Thieves' Tools (Core),
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    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

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

    Out of Turn Updates

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

    Start of Turn

    At: #6: General Store
    At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. Ukobach - No
    SoT Strength 5: 1d6 ⇒ 6 - Yes. Can move

    Give: Cure to Estra
    Move: #3: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.

    Free explore = 1: Scorching Ray, Spell 1: Arcane 6

    Spoiler:
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence Arcane 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.

    Arcane 1d12+2+2
    Arcane 6: 1d12 + 2 + 2 ⇒ (8) + 2 + 2 = 12 - Acquired

    Recovery Locate Object
    Location: If you play a spell with the Arcane trait, you may immediately draw a card. Ukobach
    2: Myriana, Monster 3 - Shuffled
    3: Mirror Image, Spell B, Arcane 6 - Encountered
    Arcane 1d12+2+2
    Arcane 6: 1d12 + 2 + 2 ⇒ (7) + 2 + 2 = 11 - Acquired

    Discard Ukobach, draw(Life Drain (UltMgc)), explore +1 Fire on checks to defeat top card (2,4-10): 1d8 ⇒ 1 = 2: Myriana, Monster 3: Combat 14

    Spoiler:
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.

    Recovery ac Scorching Ray (Magic) 1d12+2+2+2d6, Discard Hungry Ghost Monk +1d6
    Location: If you play a spell with the Arcane trait, you may immediately draw a card. Sphere of Fire
    Combat 14: 1d12 + 2 + 2 + 2d6 + 1d6 ⇒ (10) + 2 + 2 + (5, 3) + (1) = 23 - banished

    Hungry Ghost Monk.Heal#: 1d2 ⇒ 1 (Ukobach)

    Ezren recharge(ac Mirror Image) to examine top card (4-10): 1d7 + 3 ⇒ (2) + 3 = 5 (5: Elven Breastplate, Armor 1)

    Dicard Black Dagger Chemist, explore 5: Elven Breastplate (banish) encounter Ar1: Magic Full Plate, Armor 3: Constitution 6

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

    Recovery Fire Snake 1d12+2+2
    Location: If you play a spell with the Arcane trait, you may immediately draw a card. Binder's Tome
    Constitution 6: 1d12 + 2 + 2 ⇒ (3) + 2 + 2 = 7 - Acquired

    Ezren recharge(Life Drain (UltMgc)) to examine top card (4,6-10): 1d6 ⇒ 4 (8: Skinsaw Cultist, Henchman 2), Recharge (ac Magic Full Plate) to explore = 8: Skinsaw Cultist, Henchman 2: Combat 11

    Spoiler:
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 11
    If undefeated, shuffle to top card of the blessings deck into this location deck.
    If defeated, you may immediately attempt to close this location.
    After you act, each character at your location must succeed at a Dexterity or Acrobatics 7 check or be dealt 1d4+1 Fire damage.

    Recovery Pyrotechnic Blast 1d12+2+2+2d4, Reveal Binder's Tome +1d4
    Location: If you play a spell with the Arcane trait, you may immediately draw a card. Spellbook
    Combat 11: 1d12 + 2 + 2 + 2d4 + 1d4 ⇒ (7) + 2 + 2 + (1, 4) + (1) = 17 - Banished
    AYA Fire: 1d4 + 1 ⇒ (3) + 1 = 4 - recovery lt Sihedron Medallian -4 to 0

    Location #3: Thassilonian Dungeon.Closing: Succeed at an Arcane 7 check.
    Arcane 1d12+2+2, Reveal Spellbook +1d4
    Arcane 7: 1d12 + 2 + 2 + 1d4 ⇒ (7) + 2 + 2 + (4) = 15 - CLOSED

    Ezren (Core) ends their turn.

    Ezren (Core) attempts to recover all cards in their Recovery pile.
    Reveal Spellbook +1d4
    Locate Object: Arcane 8: 1d12 + 2 + 2 + 1d4 ⇒ (10) + 2 + 2 + (2) = 16 -> Locate Object recharged .
    ac Scorching Ray: Arcane 8: 1d12 + 2 + 2 + 1d4 ⇒ (4) + 2 + 2 + (4) = 12 -> ac Scorching Ray recharged .
    Fire Snake: Arcane 8: 1d12 + 2 + 2 + 1d4 ⇒ (9) + 2 + 2 + (3) = 16 -> Fire Snake recharged .
    Pyrotechnic Blast: Arcane 8: 1d12 + 2 + 2 + 1d4 ⇒ (11) + 2 + 2 + (3) = 18 -> Pyrotechnic Blast recharged .
    lt Sihedron Medallian: Arcane 9: 1d12 + 2 + 2 + 1d4 ⇒ (10) + 2 + 2 + (1) = 15 -> lt Sihedron Medallian recharged .

    Ezren (Core) resets their hand.
    Discard
    Draw Gem of Mental Acuity (Core), Glamour, Hungering Staff, Ukobach

    Summary
    Location = #3: Thassilonian Dungeon - CLOSED
    Acquired = 1: Scorching Ray, 3: Mirror Image, Ar1: Magic Full Plate
    Banished = 2: Myriana, 5: Elven Breastplate, 8: Skinsaw Cultist
    Examined =

    Location =
    Added =
    Examined =

    From Box = Ar1: Magic Full Plate

    Displayed =
    Give = Cure to Estra
    Used =

    Other =
    "

    Ezren (Core) wrote:

    Hand: Sphere of Fire, Binder's Tome, Spellbook, Gem of Mental Acuity (Core), Glamour, Hungering Staff, Ukobach,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 4
    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): Life Drain, Deathgrip
    Recharged: ac Mirror Image, Life Drain (UltMgc), ac Magic Full Plate, Fire Snake, lt Sihedron Medallian, Locate Object, ac Scorching Ray, Pyrotechnic Blast,
    Discard Pile: Hungry Ghost Monk, Black Dagger Chemist,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    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 Erastil in effect.

    Examine General Store Card 1: Zombie Giant. Discard Mist Horn (Core) to encounter it.

    General Store Card 1: Zombie Giant:

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

    combat 13 displaying Enhance (Strength), aided by power feat, reload Honaire: 1d4 + 1d6 + 1d6 + 7 ⇒ (2) + (6) + (3) + 7 = 18

    Draw a card from succeeding at a combat check: Honaire. AYA discard top card of my deck: The Paladin. Take my free explore.

    General Store Card 2: Longsword +2:

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

    strength 10 reloading Honaire, aided by Enhance: 1d4 + 1d6 + 7 ⇒ (4) + (1) + 7 = 12

    Display Gray Maiden Plate.

    Estra ends her turn.

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

    Estra resets her hand.

    Estra wrote:

    Hand: Longsword +2, Bodyguard, The Dance, Cure, Honaire, Pharasma's Knowing,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    "Current Location: General Store
    Hero Points: 4"
    "NOTES:
    Available Support: Folio reroll:
    Adventure 1d12: used

    Blessings are available for use.

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

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

    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): Deathgrip (Core), Staff of Minor Healing (Core), Enlarge, Cat (Core), Holy Light (Core), Cure (Core), Divine Insight, Giantbane Greataxe
    Recharged: Crowbar (Core),
    Discard Pile: Mist Horn (Core), The Paladin, Gray Maiden Plate, Enhance,
    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.

    General Store Card 1 banished. Card 2 acquired.

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