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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Human Saboteur Ninja, Tier 6, Deck Handler

Take the first combat. Reveal Sansetsukon. Reveal Fluid for +2. Recharge Elemental Mail to add a die.
Combat 28: 1d10 + 7 + 1d6 + 1 + 2 + 1d10 ⇒ (7) + 7 + (5) + 1 + 2 + (2) = 24
Discard Savored sting to reroll with 2 extra dice
Combat 28: 1d10 + 7 + 1d6 + 1 + 2 + 1d10 + 2d10 ⇒ (5) + 7 + (4) + 1 + 2 + (4) + (7, 3) = 33 Success!
Fluid buries top of deck: Giantbane Dagger +1


Deck Handler Desired Upgrades

Continued. And Reiko did NOT take 2 cold damage from my failed check. Reiko takes the combat 28.

combat 30 casting Divine Blaze (Core), recharge Ring of Immolation, aided by Arcane Cannonade: 1d10 + 3d8 + 1d8 + 1d6 + 12 ⇒ (2) + (6, 1, 8) + (3) + (3) + 12 = 35

Draw a card from succeeding at a combat check: Honaire. I think it escapes to Thassilonian Dungeon. Display Steal Soul (Core). Display Hellknight Plate.

Honaire to heal myself: 1d4 + 1 ⇒ (3) + 1 = 4

Estra ends her turn. recharge Fortress Shield.

Estra attempts to recover all cards in her Recovery pile.
Divine Blaze (Core): Divine 14: 1d10 + 1d4 + 6 ⇒ (9) + (1) + 6 = 16 -> Divine Blaze (Core) recharged.

Estra resets her hand.

Estra wrote:

Hand: Belt of Physical Might, Honaire, Breath of Life (Core), Embiggen, The Paladin, Giant Form, Deathgrip (Core),

Displayed: Hellknight Plate, Steal Soul (Core),
Deck: 15 Discard: 1 Buried: 0
"Current Location: Ravenous Crypts of Gluttony
Hero Points: 7"
"NOTES:
Available Support: Folio reroll: Unused

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

The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. (1d10)

Giant Form: Display next to a local character. While displayed: This character's Strength and Constitution skills are 1d12+4.
On this character's Strength checks, add 1d4. At the end of the turn, banish.
Movement: Folio reroll:
Other: Hi I'm Estra! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pharasma's Knowing, Divine Insight, Boneshatter (Core), Lyrune-quah Truthspeaker, Mist Horn (Core), Dragonbane Greatsword, Our Lord in Iron, Ring of Immolation, Mass Cure, Djinn, The Dance, Lady of Valor (Core), Blessing of Abadar
Recharged: Fortress Shield, Divine Blaze (Core),
Discard Pile: Wand of Restorative Touch,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4

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

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors
POWERS:
At the end of your move step, you may examine the top card of your location deck. You may bury ([x] or discard) a card to encounter the card; during this encounter, add 1d6 (☐ +1) to your Strength, Dexterity and Constitution checks.
When you succeed at a combat check, you may draw a card.
[x] When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
[x] At the end of your turn, if the ally Honaire is in your discard pile, shuffle him into your deck.
[x] You may reveal the ally Honaire to reduce all damage dealt to you by 2 (☐ or discard him to reduce all damage dealt to a character at your location by 5).
(Boon) When Estra draws her starting hand she may draw a card then recharge a card.
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.


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During This Adventure: Player Hands

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

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

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

    Others :

    Scenario Level (#): 6

    Turn: 19, Agna/Grimsnik

    Random Cards:

    Monsters
    Spoiler:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.

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

    Spoiler:
    Horror Tree
    RotR
    Monster 6
    Traits:
    Plant
    Treant
    Undead
    To Defeat:
    Combat 22
    The Horror Tree is immune to the Mental and Poison traits.
    Add 1 die to checks to defeat the Horror Tree with the Fire trait.
    If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Demon Armor
    RotR
    Armor 6
    Traits:
    Fire
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

    Spoiler:
    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:
    Morgiv
    RotR
    Ally 6
    Traits:
    Enshrouded
    To Acquire:
    Charisma
    Diplomacy 13
    Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
    Discard this card to explore your location.

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

    Spoiler:
    Zuvuzeg
    RotR
    Ally 5
    Traits:
    Demon
    Outsider
    To Acquire:
    Arcane
    Divine 18
    If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
    Discard this card to explore your location.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 9

    Hourglass

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

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

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

    Location #3: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Location #5: Treacherous Cave
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, Reiko/eddiephlash,

    Location #6: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Meliski/Zalarian, Zadim/AAUGHWHY, Raise Dead, Abominable Snowman

    Warrens Card 1:
    Abominable Snowman
    RotR
    Monster 6
    Traits:
    Yeti
    To Defeat:
    Combat 18
    The Abominable Snowman is immune to the Cold trait.
    Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
    If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
    Warrens Card 2:
    Charmed Red Dragon
    RotR
    Ally 4
    Traits:
    Dragon
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 12
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.
    Warrens Card 3:
    Killing Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Killing Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
    Combat damage dealt by the Killing Blade is dealt to each character at this location.
    Warrens Card 4:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Warrens Card 5:
    Force Sling +3
    RotR
    Weapon 6
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.
    Warrens Card 6:
    Shortspear +3
    RotR
    Weapon 4
    Traits:
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

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

    Location #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here:
    Thassilonian Dungeon Card 1:
    Sharpening Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Sharpened Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
    Combat damage dealt by the Sharpened Blade is dealt to each character at this location.
    Thassilonian Dungeon Card 2:
    Mummy
    RotR
    Monster 5
    Traits:
    Mummy
    Undead
    To Defeat:
    Combat 21
    The Mummy is immune to the Cold and Poison traits.
    Add 1d8 to attempts to defeat the Mummy with the Fire trait.
    If undefeated, after the encounter, bury your discard pile.
    Thassilonian Dungeon Card 3:
    Vicious Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Vicious Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.


  • Zadim's Deck Handler

    From Estra's turn, auto-succeed Acrobatics 6 to guard Warrens


    Deck Handler

    Hourglass: Blessing of Shelyn

    Explore: Woods Card 1 (Warden of Thunder)
    BYA Dex 14: 1d8 + 1d4 + 2 + 2 ⇒ (2) + (1) + 2 + 2 = 7 Reveal Lizard and Belt of Physical Might Elec damage: 1d4 ⇒ 2 Reveal Dread Helm to reduce damage by 2 to 0

    Combat 23: 1d10 + 6 + 2d8 + 1d4 + 2 + 2 ⇒ (7) + 6 + (3, 4) + (3) + 2 + 2 = 27 Reveal Fury's Trident, Lizard and Belt of Physical Might. Discard Ruan Mirukova to explore and heal a card. Agna is healed for 1: (Amulet of Fiery Fists). Deck shuffled.

    Woods Card 2: Ogre Combat 14: 1d10 + 6 + 2d8 + 1d4 + 2 + 2 ⇒ (3) + 6 + (8, 4) + (3) + 2 + 2 = 28 Reveal Fury's Trident, Lizard and Belt of Physical Might. Discard Wayfinder to examine the top card of your location (Warden of Runs, then you may shuffle your location- no, then you may explore- yes.

    Woods Card 3: Warden of Runes Reveal Dread Helm to reduce BYA damage to 0 Combat 23: 1d10 + 6 + 2d8 + 1d4 + 2 + 2 ⇒ (7) + 6 + (7, 8) + (1) + 2 + 2 = 33 Reveal Fury's Trident, Lizard and Belt of Physical Migh

    Close: 1d8 + 5 + 1d4 + 2 ⇒ (7) + 5 + (4) + 2 = 18 Reveal Lizard

    Agna wrote:

    Hand: Sawtooth Saber, Fury's Trident, Belt of Physical Might, Dread Helm, Lizard, Monkey, Droogami (core),

    Displayed: Shoanti Barbarian Hide,
    Deck: 8 Discard: 7 Buried: 1
    Hero Points: 6
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll: Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pig, Shock Greatsword +2, Wyrmsmite, Hippogriff, Amulet of Fiery Fists, Lyrune-quah Moon Maiden, Blessing of Gorum, Blessing of Achaekek
    Recharged:
    Discard Pile: Blessing of Cayden Cailean, Verminbane Warhammer, Fanged Falchion, Blessing of Nethys, Venomous Heavy Crossbow +2, Ruan Mirukova, Wayfinder (core),
    Buried Pile: Holy Candle,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☑ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2

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

    Woods closed

    Liberty's Edge

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

    Out of Turn Updates: Will recharge Samisen to examine top 3 cards of Warrens:
    Abominable Snowman
    Charmed Red Dragon
    Killing Blade

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

    Turn: 20 - Blessing of Gorum
    SOT:
    May examine top card of local character; then you may exchange it for a card in my hand.
    Zadim's Deck Blackfingers, The Locksmith, Snake (Core), Djinn, Keen Spiked Chain, The Carnival, Belt of Physical Prowess: 1d7 ⇒ 5 Keen Spiked Chain..Will draw that to my hand and put BoThoth on top of Zadim's deck
    "Good Times! Ah remember in me younger days moochin weapons off da Udders!"

    Ezren will display Summon Hellhounds at Warrens

    Give Card: None

    Short Rest?:
    For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Note this reward on your Chronicle sheet.

    Move: Stay at Warrens

    Location Powers: When you encounter a monster, put a random monster from the box on top of another random open location deck.

    Abominable Snowman (Known):

    RotR Monster 6
    Traits: Yeti
    To Defeat: Combat 18
    The Abominable Snowman is immune to the Cold trait. Add 1 die to checks to defeat the Abominable Snowman with the Fire trait. If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.

    Add random monster on top of other open location
    Use life leech, tome, hellhounds, and fire adds another die
    Life Leech Spell Combat Check DC 18: 2d4 + 1d10 + 4 + 1d4 + 2d6 + 1d10 ⇒ (1, 1) + (5) + 4 + (1) + (1, 1) + (1) = 15 Not Quite
    Will recharge Sign of Wrath to reroll a die for a check
    Random Roll: 1d10 + 14 ⇒ (7) + 14 = 21 Monster defeated
    Random Roll: 1d4 + 1 ⇒ (3) + 1 = 4 Meliski is healed for 4: (1 BoAbadar, BoMilani, Blessing of the All-Seeing Eye, Wayfarer). Deck shuffled.

    Will discard a2Cleric of Nethys to examine and rearrange top 2 cards of location and explore
    Will put red Killing blade on top of location deck to explore first
    Will put charmed red dragon below top card of location deck

    Killing Blade (Known):

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

    For BYA, estra will discard the paladin to bless and add her charisma die
    Constitution Check DC 12: 1d6 + 1d6 + 1d10 ⇒ (2) + (6) + (9) = 17 Success
    Zadim has to deal with BYA but has armor and lots of resistances so won't affect his hand


    Add random monster on top of other open locationWill recharge old salt to add 6, reveal keen spiked chain, freely discard blessing of Nethys, tome, zadim's dancing dagger, hellhounds 2d6 and forgot about following earlier the arcane cannonade,

    I am comfortable with my odds for either one so will spoiler..Zadim can choose if he takes 28 or the 30...rolling 1d8+2+1d8+2+6+1d8+1d4+1d4+2d6+1d6

    Roll:
    Melee Combat Check DC 28: 1d8 + 2 + 1d8 + 2 + 6 + 1d8 + 1d4 + 1d4 + 2d6 + 1d6 ⇒ (2) + 2 + (3) + 2 + 6 + (6) + (1) + (3) + (3, 5) + (4) = 37 Success discard top card due to hellhounds (Samisen)

    Reminder of Scenario changes:

  • If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
  • To win the scenario, defeat any villain while all three villains are in the same location deck.
  • Will pause for Zadim to do BYA and other combat check


    Zadim's Deck Handler

    On Meliski's turn hand over Keen Spiked Chain and receive Blessing of Thoth. Help with Villain Encounter

    Auto-Fail BA

    Fire Damage: 1d4 ⇒ 2 Elixir reduces damage by 1. Discard Dominate for the last damage

    For the Combat, Reveal Dancing Dagger twice for Stealth+3d4+3. Recharge Shock Kukri for +Stealth+2. Meliski reveals Binder's Tome. Ezren's Cannonade (I think hellounds is local only?)

    Combat 30: 2d8 + 3d4 + 1d6 + 17 ⇒ (4, 3) + (2, 1, 1) + (1) + 17 = 29 ??? Let's use a Hero Point reroll
    Combat 30: 2d8 + 3d4 + 1d6 + 17 ⇒ (7, 3) + (2, 2, 4) + (1) + 17 = 36 That's better!

    Villain Defeated! Even if Ezren's hellhounds are local only, Meliski still made it without them

    Liberty's Edge

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

    ...wrap up turn..Summon Hellhounds is local only..easiest way to retcon is to spend hero point for Snowman and have Ezren use Lamashtu for villain check.
    Villain flees to the location of other 2

    Reminder of Scenario changes:

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

    Meliski attempts to recover all cards in his Recovery pile.

    s3Life Leech: Arcane (with Tome) 15: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11 ->
    Will recharge Keen spiked chain to reroll a die for a check
    Random Roll: 1d10 + 8 ⇒ (10) + 8 = 18 TBD
    s3Life Leech recharged .

    Meliski resets his hand.

    "

    Meliski wrote:

    Hand: Binder's Tome, Eagle Aerie, Detect Evil, Marked Cards, Bolstering Armor, Vampire Bat, Sign of Wrath, Wayfarer,

    Displayed:
    Deck: 11 Discard: 7 Buried: 0
    Hero Points: 9
    Reroll used last: 2-5E HP last used: 2-6A
    NOTES:
    Available Support: Blessings other than Nethys available for use. When Binder's Tome is in hand. add d4 to local combat and cha and add Mental. Can use 1(maybe 2) cards to grant reroll of 1 die at location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 1 BoAbadar, Restoration, Fortune-Teller, Blessing of the All-Seeing Eye, s2Cloudburst, s4Fire Snake, BoMilani, s6Scrying
    Recharged: Old Salt, Zadim's Keen Spiked Chain, s3Life Leech,
    Discard Pile: BoSivanah, Blessing of Norgorber, Blessing of Osiris, Dominate, al2Cleric of Nethys, Blessing of Nethys, Samisen of Oracular Vision,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☑ +2
    Dexterity d6 ☑ +1 ☐ +2 ☐ +3
    - Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☑ +1 ☐ +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    - Arcane: Charisma +1
    - Diplomacy: Charisma +1
    - Divine: Charisma +1

    Favored Card: My Choice (Usually Item)
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane, Divine, Instrument
    POWERS:
    When a character at your location would fail a check, you may recharge a card(☑ or shuffle it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result.
    On your first exploration each turn, you may encounter the bottom card of your location deck instead of the top card. (☑ Then you may shuffle the location deck.)
    ☑ On your combat check, you may play a blessing freely (□ and recharge any blessings you play instead of discarding them).
    ☑ For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
    [ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.

    "

    [u]Summary[/u]
    Current Location: Warrens
    Acquired: None
    Banished: cards at warrens
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Ezren's Lamashtu Blessing, Estra's the Paladin
    Actions needed by other Player(s): 2 monsters and villain have been shuffled into Thassilonian Dungeon


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

    After Reiko's SOT, Will discard Marked Cards to examine/reorder bottom 3 cards..reflected below..will also display Eagle Aerie

    During This Adventure: Player Hands

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

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

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

    Others :

    Scenario Level (#): 6

    Turn: 21, Reiko/eddiephlash

    Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Entropy Shield
    RotR
    Armor 6
    Traits:
    Arcane
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Bury this card to defeat a barrier with the Lock trait.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

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

    Spoiler:
    Mountaineer
    RotR
    Ally 6
    Traits:
    Hireling
    Human
    To Acquire:
    Wisdom
    Survival 10
    OR Charisma
    Diplomacy 13
    Reveal this card to add 2d8 to a Survival check.
    Recharge this card to reduce damage dealt to your by 3.
    Discard this card to explore your current location.

    Spoiler:
    Zuvuzeg
    RotR
    Ally 5
    Traits:
    Demon
    Outsider
    To Acquire:
    Arcane
    Divine 18
    If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    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.

    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 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 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: 7

    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 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 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 4 Agna/Grimsnik
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 5 Meliski/Zalarian:
    Spoiler:
    Hourglass Card 5 Meliski/Zalarian
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Reiko/eddiephlash:
    Spoiler:
    Hourglass Card 6 Reiko/eddiephlash
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Zadim/AAUGHWHY:
    Spoiler:
    Hourglass Card 7 Zadim/AAUGHWHY
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

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

    Location #3: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Location #5: Treacherous Cave
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Bigguyinblack, Reiko/eddiephlash,

    Location #6: Warrens
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Meliski/Zalarian, Zadim/AAUGHWHY, Raise Dead, Abominable Snowman

    Location #7: Woods
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Agna/Grimsnik, None

    Location #8: Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here:

    Thassilonian Dungeon Card 1:
    Stone Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 16
    Damage Dealt by the Stone Giant is dealt to each character at this location.
    Thassilonian Dungeon Card 2:
    Sharpening Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Sharpened Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
    Combat damage dealt by the Sharpened Blade is dealt to each character at this location.
    Thassilonian Dungeon Card 3:
    Roc
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 17
    If undefeated, move to a random open location and shuffle the Roc into that deck.
    Thassilonian Dungeon Card 4 (Killing Blade):
    Killing Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Killing Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
    Combat damage dealt by the Killing Blade is dealt to each character at this location.
    Thassilonian Dungeon Card 5 (Mummy):
    Mummy
    RotR
    Monster 5
    Traits:
    Mummy
    Undead
    To Defeat:
    Combat 21
    The Mummy is immune to the Cold and Poison traits.
    Add 1d8 to attempts to defeat the Mummy with the Fire trait.
    If undefeated, after the encounter, bury your discard pile.
    Thassilonian Dungeon Card 6 (Vicious Blade):
    Vicious Blade
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 28
    THEN Combat 30
    The Vicious Blade is immune to the Cold and Electricity traits.
    Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
    Combat damage dealt by the Vicious Blade is dealt to each character at this location.


  • Human Saboteur Ninja, Tier 6, Deck Handler

    Start turn. Ask for Estra's Embiggen. Move to Thassilonian Dungeon. Explore card 1: Stone Giant. Reveal Defending Sansetsukon +1. Reveal Fluid for ninja power and again for its own power.
    Combat 16: 1d12 + 7 + 1d8 + 1 + 1d10 + 3 + 2 ⇒ (4) + 7 + (1) + 1 + (1) + 3 + 2 = 19 Terrible roll, still got it.
    Fluid buries top of deck: Wayfinder.

    Discard Nethys to examine next 2: Sharpening Blade, Roc. Keep the villain on top and explore. Auto-fail BYA check.
    Elec damage: 1d4 ⇒ 1 Reveal ring to reduce to 0
    First combat, do the same as last time.
    Combat 28: 1d12 + 7 + 1d8 + 1 + 1d10 + 3 + 2 ⇒ (11) + 7 + (1) + 1 + (10) + 3 + 2 = 35 Success!
    Bury top card: Venomous Dagger +2. Second combat, do the same again, but discard the sansetsukon this time.
    Combat 30: 1d12 + 7 + 1d8 + 1 + 1d8 + 1d10 + 3 + 2 ⇒ (6) + 7 + (5) + 1 + (3) + (8) + 3 + 2 = 35 Success!
    Bury top card: Razorglass Knife

    Villain defeated at a location with all 3 villains... VICTORY!!


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

    COMPLETED SCENARIO 2-6E: WRATHFUL BLADES RETURNED
    Development
    The Blades of Alaznist have fallen! You may have defeated them, but your group is still in a sore spot. Mayala and Brynne are exhausted, Rolf looks traumatized, and Vera keeps mumbling incoherently. You’ve got to get them off of Rivenrake Island, and your new friends seem nothing but pleased with that plan.
    But you’re far from leaving empty handed. The adventures you’ve had! The knowledge you’ve learned! The treasure you’ve grabbed!
    Even if it did almost kill you—multiple times—Hollow Mountain was all you expected and more. One day, perhaps you’ll return; after all, you’ve survived the Runelord of Wrath’s worst. The next challenge awaits!

    Reward
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot
    Robes of Xin-Shalast. At the end of each scenario, return the loot to the game box.

    Adventure Reward
    Each player unlocks the ability to play Mavaro from the Mummy’s Mask Character Add-On Deck using the Inquisitor Class Deck.

    Adventure Path Reward (for those that qualify)
    Each player chooses one of his Pathfinder Society Adventure Card Guild characters. That character may treat the loot Runewell’s Echo as if it is in his Class Deck box.

    Acquired Cards (* = Plunder)
    Fortress Shield (Armor 6)
    Blessing of Lamashtu (Blessing 1)
    Blessing of Norgorber (Blessing 3)
    Blessing of Abadar (Blessing 2)
    Blessing of Nethys (Blessing 6)
    Blessing of Nethys (Blessing 6)
    Amulet of Fiery Fists (Item 4)
    Belt of Physical Might (Item 6)
    Sihedron Ring (Item 6)
    Holy Candle (Item B)
    Sihedron Ring (Item 6)
    Restoration (Spell 4)
    Sign of Wrath (Spell 6)
    Dominate (Spell 6)
    Detect Evil (Spell B)
    Mass Cure (Spell 4)
    Venomous Heavy Crossbow +2 (Weapon 5)
    Giantbane Dagger +1 (Weapon 4)

    Weapon 54
    Spell 46604
    Armor 6
    Item 466060
    Ally
    Blessing 13266

    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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