Outpost 2021 - Hawkmoon's PACS Wandering Way With Specials (Inactive)

Game Master Hawkmoon269

Group deck handler


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STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Hour: Gobs.

Adowyn sends word that the lich's lair is surrounded by tricks, traps, and gross aberrations of nature.

Leery goes to investigate, as that sounds awesome.

Move to Woods and encounter revealed Runes barrier. Recharge Masterwork Tools to auto-defeat it.

LeeryAnne falls backwards into an arcane deathtrap, narrowly avoiding disaster. It was only because she averted her eyes from the confusing and unnecessary words (gross!) that she deflected the literacy-based rune damage.

Per Discord, Adowyn reloads her cohort to reveal the next 2 cards @ the Woods: Goblin Commando, Potion of Glibness.

Discard More-Grabs to encounter Goblin Commando, which is actually random monster #1: Goblin Snake (not a Goblin!).

The noise draws the attention of a slithery snake that smells of goblin. Someone's pet, maybe?

BYA con 6: 1d6 ⇒ 3 - fail, checks increased by 1

Combat 9 (8+1) w/ shock musket: 2d10 + 5 ⇒ (1, 2) + 5 = 8 - use accessory reroll on first d10

Combat 9 (8+1) w/ shock musket: 1d10 + 7 ⇒ (2) + 7 = 9 - defeated, barely

Reload?: 1d12 ⇒ 8 - no

"Gather 'round! Snake stew is served."

Lirianne wrote:

Hand: Shock Musket +1, Sands of the Hour, Gem of Physical Prowess, Blessing of Alkenstar, Toxic Blunderbuss +1, Crowbar,

Displayed: Shiny Eye Thing,
Deck: 8 Discard: 1 Buried: 1
Hero Points: 1

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? y

Top card of Woods is Potion of Glibness (card 3). Adowyn reloads Leryn.


During This Adventure: Adventure 2B-2: We Be Goblins Too!
•When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
•When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: 2B-2B: IT’S ALL FUN AND GAMES TILL AN ARCH-LICH LOSES AN EYE
•After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
•When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
•When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.

Additional Rules:

Scenario Cards:

Villain
Arch-Lich Kalzaroth
Spoiler:
Arch-Lich Kalzaroth
Villain
Type: Monster
Traits: Lich Undead Wizard
To Defeat: Dexterity Stealth 16 OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits. When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card. Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat. If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.

Henchmen
Bandit
Spoiler:
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.

Other Cards
Longshanks Adventurers
Spoiler:
Longshanks Adventurers
Henchman
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics Disable Fortitude Perception Stealth Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated. If undefeated, you are dealt 1d4+1 Combat damage. If defeated, you may automatically close the location this henchman came from.

Shiny Eye Thing
Spoiler:
Shiny Eye Thing
Shiny Eye Thing
Traits:
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.

Fight Over the Eye
Spoiler:
Fight Over the Eye
Henchman
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result. After you act, banish this barrier; it is defeated.

Scenario Level (#): 2

Turn: 8, Meligaster/Iceman91

Random Cards:

Monsters
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:
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:
Siren
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

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

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

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

Weapons
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:
Light Crossbow
RotR
Weapon C
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:
Animalbane Dagger +1
None
Weapon 1
Traits:
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

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

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

Spells
Spoiler:
Sleep
RotR
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

Spoiler:
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:
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:
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.

Armors
Spoiler:
Doghide Armor
None
Armor B
Traits:
Basic
Light Armor
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Half-Plate
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Buckler
None
Armor B
Traits:
Basic
Shield
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Half-Plate
RotR
Armor C
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.

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 Fortitude
None
Item B
Traits:
Alchemical
Basic
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.

Spoiler:
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:
Amulet of Mighty Fists
RotR
Item C
Traits:
Accessory
Basic
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Spoiler:
Amulet of Fortitude
RotR
Item B
Traits:
Accessory
Elite
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Allies
Spoiler:
Maester Grump
RotR
Ally 2
Traits:
Human
To Acquire:
Charisma
Diplomacy 7
OR Wisdom
Divine 8
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
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:
Snake
None
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Spoiler:
Mighty Gugmuff XXXII
None
Ally 2
Traits:
Goblin
Ranger
To Acquire:
Charisma
Diplomacy 8
OR Recharge a weapon
Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your location deck.

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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Grenek/NathanDavis:
Spoiler:
Hourglass Card 1 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 2 Adowyn/Hawkmoon
Blessing of Bark Breaker
None
Blessing 1
Traits:
Divine
Zarongel
To Acquire:
Wisdom
Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Hourglass Card 3 Kyra/Nickademus:
Spoiler:
Hourglass Card 3 Kyra/Nickademus
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 Lirianne/wkover:
Spoiler:
Hourglass Card 4 Lirianne/wkover
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 5 Meligaster/Iceman91:
Spoiler:
Hourglass Card 5 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 6 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 7 Adowyn/Hawkmoon
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Hourglass Card 8 Kyra/Nickademus:
Spoiler:
Hourglass Card 8 Kyra/Nickademus
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Lirianne/wkover:
Spoiler:
Hourglass Card 9 Lirianne/wkover
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 10 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 11 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 12 Adowyn/Hawkmoon
Blessing of Irori
RotR
Blessing C
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 13 Kyra/Nickademus:
Spoiler:
Hourglass Card 13 Kyra/Nickademus
Blessing of Torag
RotR
Blessing C
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 Lirianne/wkover:
Spoiler:
Hourglass Card 14 Lirianne/wkover
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 15 Meligaster/Iceman91:
Spoiler:
Hourglass Card 15 Meligaster/Iceman91
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Grenek/NathanDavis:
Spoiler:
Hourglass Card 16 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 17 Adowyn/Hawkmoon
Blessing of Venkelvore
None
Blessing 1
Traits:
Divine
Venkelvore
To Acquire:
Wisdom
Divine 5
OR Constitution
Fortitude 9
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Hourglass Card 18 Kyra/Nickademus:
Spoiler:
Hourglass Card 18 Kyra/Nickademus
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 19 Lirianne/wkover:
Spoiler:
Hourglass Card 19 Lirianne/wkover
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 20 Meligaster/Iceman91:
Spoiler:
Hourglass Card 20 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 21 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 22 Adowyn/Hawkmoon
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.

Location #1: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lirianne/wkover, Adowyn/Hawkmoon, Villain in here

Woods Card 1 (Potion of Glibness):
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.
Woods Card 2:
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.
Woods Card 3:
Hill Giant
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
Woods 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.
Woods Card 5:
Arch-Lich Kalzaroth
None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Woods Card 6:
Collapsed Ceiling
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Woods Card 7:
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.

Location #2: 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: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Meligaster/Iceman91, None
Warrens Card 1:
Wand of Force Missile
RotR
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand
To Acquire:
Intelligence
Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Warrens Card 2:
Dogslicer
None
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; 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.
Warrens Card 3:
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.
Warrens Card 4:
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.
Warrens Card 5:
Monkey
None
Ally 2
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Warrens Card 6:
Mending
RotR
Spell C
Traits:
Arcane
Basic
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
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.
Warrens Card 7:
Bandit
RotR
Henchman C
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.

Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Mill Card 1:
Snake
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Mill Card 2:
Short Sword
RotR
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Mill Card 3:
Plague Zombie
RotR
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Mill Card 4:
Alchemist's Fire
None
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Mill Card 5:
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.
Mill Card 6:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Mill Card 7:
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.
Mill Card 8:
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Mill Card 9:
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.
Mill Card 10:
Bandit
RotR
Henchman B
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.

Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Shrine to Lamashtu Card 1:
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Shrine to Lamashtu Card 2:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Shrine to Lamashtu Card 3:
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.
Shrine to Lamashtu Card 4:
Locked Passage
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Shrine to Lamashtu Card 5:
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.
Shrine to Lamashtu Card 6:
Bandit
RotR
Henchman B
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.
Shrine to Lamashtu Card 7:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Shrine to Lamashtu Card 8:
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.
Shrine to Lamashtu Card 9:
The Rusty Earbiter
None
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity
Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
Shrine to Lamashtu Card 10:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #5: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kyra/Nickademus,
Nettlemaze 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.
Nettlemaze Card 2:
Bandit
RotR
Henchman B
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.
Nettlemaze Card 3:
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.
Nettlemaze 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.
Nettlemaze Card 5:
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.
Nettlemaze Card 6:
Cape of Escape
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Nettlemaze Card 7:
Short Sword
RotR
Weapon C
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.
Nettlemaze Card 8:
Plague Zombie
RotR
Monster C
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Location #6: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grenek/NathanDavis, None
Farmhouse Card 1:
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.
Farmhouse Card 2:
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.
Farmhouse Card 3:
Vicious Caltrops
None
Item 1
Traits:
Object
To Acquire:
Dexterity
Fortitude 8
Banish this card to evade a monster whose highest difficulty to defeat is 20 or lower, or 14 or lower if it is immune to the Mental or Poison trait.
Banish this card to defeat a monster whose highest difficulty to defeat is 12 or lower, or 9 or lower if it is immune to the Mental or Poison trait.
Farmhouse Card 4:
Bandit
RotR
Henchman B
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.
Farmhouse Card 5:
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.
Farmhouse Card 6:
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.
Farmhouse Card 7:
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.
Farmhouse Card 8:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Farmhouse Card 9:
Pit Trap
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Location #7: Treacherous Cave
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler

Off-turn: no activity

Mel's turn
Hour of Torag

Stay at Warrens
When you encounter a monster, put a random monster from the box on top of another random open location deck.

Free explore of Warrens #1: Wand of Force Missile
Reveal Spider for ability
Arcane 7: 1d12 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4 Failure

Discard Spider to examine and encounter Warrens #2: Dogslicer
Auto fail - banish

Discard BotG to explore Warrens #3: Ambush
Reveal Detective for ability, then recharge her
Perception 9+2=11: 1d8 + 2 + 1d4 + 1d6 ⇒ (1) + 2 + (2) + (2) = 7 Failure
Shake dice bag -"is this thing on?"

Examining Warrens #4 reveals Goblin Warrior Skeleton
Reveal Flame Staff, cast Spiritual Ally, mindbender
Combat 8-3=5: 1d12 + 2 + 1d4 + 2 - 2 ⇒ (3) + 2 + (1) + 2 - 2 = 6 Success but wow
Technically, the Warrens are shuffled, but we have not seen the cards yet anyway
New monster is put on top of 1d5 ⇒ 5 Farmhouse

End turn
Recharge Spiritual Ally: Arcane 9: 1d12 + 2 ⇒ (8) + 2 = 10 OMG, a legit success!

---

Disappointed at finding a broken wand, Mel pays no attention to the perfectly serviceable weapon... or the skeleton sneaking up on him.
Garbage, garbage, garbage, ahh! Monster!

A brief exchange of magic and fire, and the gobbo mindbender is left standing, breaths coming a little heavier than normal, wondering what his companions are up to... and did he see another monster slip off towards the farm?

Meligaster wrote:

Hand: Life Drain (Core), Shield Cloak, Flame Staff (Core), Bracers of Protection (Core), Dreamcatcher, Sage,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 0
Used Accessory Reroll: N
NOTES:
Available Support: Not much to help others (Sage is not core), unless I could get lucky and pull BotG w/ Dreamcatcher (will try if someone is in need of a blessing or the hour is particularly helpful to copy)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Peacock, Blessing of the Gods 1, Lightning Bolt (Core), Acadamae Student
Recharged: Locate Object (Core), Vampiric Touch, Psychic Detective, Spiritual Ally,
Discard Pile: Onmyoji, Heavy Crossbow, Card Caster, Spider, Blessing of the Gods 2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) plus the card's level and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally or defeat a monster, add 2. (□ If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

Summary
Warrens 1-4 are banished
Farmhouse gets a new monster reloaded


During This Adventure: Adventure 2B-2: We Be Goblins Too!
•When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
•When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: 2B-2B: IT’S ALL FUN AND GAMES TILL AN ARCH-LICH LOSES AN EYE
•After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
•When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
•When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.

Additional Rules:

Scenario Cards:

Villain
Arch-Lich Kalzaroth
Spoiler:
Arch-Lich Kalzaroth
Villain
Type: Monster
Traits: Lich Undead Wizard
To Defeat: Dexterity Stealth 16 OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits. When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card. Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat. If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.

Henchmen
Bandit
Spoiler:
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.

Other Cards
Longshanks Adventurers
Spoiler:
Longshanks Adventurers
Henchman
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics Disable Fortitude Perception Stealth Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated. If undefeated, you are dealt 1d4+1 Combat damage. If defeated, you may automatically close the location this henchman came from.

Shiny Eye Thing
Spoiler:
Shiny Eye Thing
Shiny Eye Thing
Traits:
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.

Fight Over the Eye
Spoiler:
Fight Over the Eye
Henchman
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result. After you act, banish this barrier; it is defeated.

Scenario Level (#): 2

Turn: 9, Grenek/NathanDavis

Random Cards:

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

Spoiler:
Bugbear
RotR
Monster C
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

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

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

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


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

Spells
Spoiler:
Mending
RotR
Spell B
Traits:
Arcane
Basic
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Spoiler:
Sanctuary
RotR
Spell C
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:
Sleep
RotR
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

Spoiler:
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.

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

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

Spoiler:
Elven 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:
Crown of Charisma
RotR
Item C
Traits:
Accessory
Elite
Magic
To Acquire:
Charisma
Diplomacy 5
Reveal this card to add 1 die to your Diplomacy check.
Recharge this card to succeed at your Diplomacy check.

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:
Sage's journal
RotR
Item C
Traits:
Basic
Book
To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

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

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

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

Spoiler:
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:
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:
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.

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

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

Spoiler:
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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 Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 1 Adowyn/Hawkmoon
Blessing of Bark Breaker
None
Blessing 1
Traits:
Divine
Zarongel
To Acquire:
Wisdom
Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Hourglass Card 2 Kyra/Nickademus:
Spoiler:
Hourglass Card 2 Kyra/Nickademus
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 Lirianne/wkover:
Spoiler:
Hourglass Card 3 Lirianne/wkover
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 Meligaster/Iceman91:
Spoiler:
Hourglass Card 4 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 5 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 6 Adowyn/Hawkmoon
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Hourglass Card 7 Kyra/Nickademus:
Spoiler:
Hourglass Card 7 Kyra/Nickademus
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Lirianne/wkover:
Spoiler:
Hourglass Card 8 Lirianne/wkover
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 9 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 10 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 11 Adowyn/Hawkmoon
Blessing of Irori
RotR
Blessing C
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 12 Kyra/Nickademus:
Spoiler:
Hourglass Card 12 Kyra/Nickademus
Blessing of Torag
RotR
Blessing C
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 13 Lirianne/wkover:
Spoiler:
Hourglass Card 13 Lirianne/wkover
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 14 Meligaster/Iceman91:
Spoiler:
Hourglass Card 14 Meligaster/Iceman91
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 15 Grenek/NathanDavis:
Spoiler:
Hourglass Card 15 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 16 Adowyn/Hawkmoon
Blessing of Venkelvore
None
Blessing 1
Traits:
Divine
Venkelvore
To Acquire:
Wisdom
Divine 5
OR Constitution
Fortitude 9
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Hourglass Card 17 Kyra/Nickademus:
Spoiler:
Hourglass Card 17 Kyra/Nickademus
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 18 Lirianne/wkover:
Spoiler:
Hourglass Card 18 Lirianne/wkover
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 19 Meligaster/Iceman91:
Spoiler:
Hourglass Card 19 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 20 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 21 Adowyn/Hawkmoon
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.

Location #1: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lirianne/wkover, Adowyn/Hawkmoon, Villain in here

Woods Card 1 (Potion of Glibness):
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.
Woods Card 2:
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.
Woods Card 3:
Hill Giant
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
Woods 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.
Woods Card 5:
Arch-Lich Kalzaroth
None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Woods Card 6:
Collapsed Ceiling
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Woods Card 7:
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.

Location #2: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Meligaster/Iceman91, None
Warrens Card 1:
Monkey
None
Ally 2
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Warrens Card 2:
Bandit
RotR
Henchman C
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.
Warrens Card 3:
Mending
RotR
Spell C
Traits:
Arcane
Basic
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
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.

Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Mill Card 1:
Snake
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Mill Card 2:
Short Sword
RotR
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Mill Card 3:
Plague Zombie
RotR
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Mill Card 4:
Alchemist's Fire
None
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Mill Card 5:
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.
Mill Card 6:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Mill Card 7:
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.
Mill Card 8:
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Mill Card 9:
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.
Mill Card 10:
Bandit
RotR
Henchman B
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.

Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Shrine to Lamashtu Card 1:
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Shrine to Lamashtu Card 2:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Shrine to Lamashtu Card 3:
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.
Shrine to Lamashtu Card 4:
Locked Passage
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Shrine to Lamashtu Card 5:
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.
Shrine to Lamashtu Card 6:
Bandit
RotR
Henchman B
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.
Shrine to Lamashtu Card 7:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Shrine to Lamashtu Card 8:
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.
Shrine to Lamashtu Card 9:
The Rusty Earbiter
None
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity
Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
Shrine to Lamashtu Card 10:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #5: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kyra/Nickademus,
Nettlemaze 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.
Nettlemaze Card 2:
Bandit
RotR
Henchman B
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.
Nettlemaze Card 3:
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.
Nettlemaze 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.
Nettlemaze Card 5:
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.
Nettlemaze Card 6:
Cape of Escape
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Nettlemaze Card 7:
Short Sword
RotR
Weapon C
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.
Nettlemaze Card 8:
Plague Zombie
RotR
Monster C
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Location #6: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grenek/NathanDavis, Monster on top
Farmhouse Card 1:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Farmhouse Card 2:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Farmhouse Card 3:
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.
Farmhouse Card 4:
Vicious Caltrops
None
Item 1
Traits:
Object
To Acquire:
Dexterity
Fortitude 8
Banish this card to evade a monster whose highest difficulty to defeat is 20 or lower, or 14 or lower if it is immune to the Mental or Poison trait.
Banish this card to defeat a monster whose highest difficulty to defeat is 12 or lower, or 9 or lower if it is immune to the Mental or Poison trait.
Farmhouse Card 5:
Bandit
RotR
Henchman B
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.
Farmhouse Card 6:
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.
Farmhouse Card 7:
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.
Farmhouse Card 8:
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.
Farmhouse Card 9:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Farmhouse Card 10:
Pit Trap
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Location #7: Treacherous Cave
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Hour of the Gods

Move to Nettlemaze.
Free explore and encounter Carrionstorm
Reveal Giantbane Greataxe. Kyra's Holiness.

Combat 12: 1d10 + 2 + 1d12 + 1 + 1d6 ⇒ (8) + 2 + (7) + 1 + (5) = 23

Discard Xoff to examine:
Nettlemaze Card 2: Bandit
Nettlemaze Card 3: Battered Chest
Nettlemaze Card 4: Goblin Pyro
Arrange 3,2,4
Explore and encounter Battered Chest
Reveal and recharge Crowbar

Melee 8: 1d10 + 2 + 2d8 ⇒ (2) + 2 + (7, 3) = 14
Number of Items: 1d4 ⇒ 4
Drawn from Random: Crown of Charisma, Thieves' Tools, Sage's journal, Potion of Vision

Discard Reformarium Servant to explore and encounter Bandit.
Before the encounter, recharge Crown of Charisma
Reveal Giantbane Greataxe. Reveal Sage's Journal. Sharp Pointy Teeth: Discard Potion of Vision

Combat 8: 1d10 + 2 + 1d12 + 1 + 1d4 + 1d4 ⇒ (1) + 2 + (8) + 1 + (3) + (2) = 17 Banished!

Attempt to close: Summon and encounter Skeleton from random cards.
Reveal Giantbane Greataxe. Reveal Sage's Journal. Sharp Pointy Teeth: Discard Thieves' Tools. Kyra's Holiness.

Combat 8+3: 1d10 + 2 + 1d12 + 1 + 1d4 + 1d4 + 1d6 ⇒ (7) + 2 + (2) + 1 + (4) + (2) + (5) = 23
Closed! On closing, shuffle in Thieves' Tools

End of turn, move Kyra and Grenek to Shrine of Lamashtu, subject to discussion with Kyra

Grenek wrote:

Hand: Giantbane Greataxe, Beehive, Sage's journal, Blessing of Venkelvore, Mighty Gugmuff XXXII, War Drum,

Displayed: Studded Leather Armor,
Deck: 8 Discard: 5 Buried: 1
Current Location: Shrine of Lamashtu
Hero Points: 2
NOTES:
Available Support: Blessing of Venkelvore: 1d or 2d vs Undead

Beehive: add 1d4 and Poison trait to combat

War Drum: Local combat check, add 1d4. Each local character may discard an ally for another 1d4.

Mighty Gugmuff XXXII: Recharge to add 1d4+1 to local combat.
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (Discard Sage's Journal!)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gobs, Crown of Charisma, The Bear, Thieves' Tools, Vicious Scythe, Potion of Healing, Earthbreaker, Crowbar
Recharged:
Discard Pile: Pit Gladiator, Swordbreaker, Xoff, Reformarium Servant, Potion of Vision,
Buried Pile: Helm,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +0

Favored Card: Melee Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster, you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude.
On a a local check against a monster, you may discard (☐ or recharge) a card to add 1d4 (☐ 1d6) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you.


Grenek dives back into the Nettlemaze to find Kyra.
He also finds lots of dead birds to slash into pieces, chest full of mundane treasures, a bandit and the skeleton of the bandit after the bandit was hacked and chewed. Grenek is thorough.

Assuming Kyra is cool with it, we are both at Shrine of Lamashtu
Nettlemaze Closed
Drew from random: Crown of Charisma, Thieves' Tools, Sage's journal, Potion of Vision


Deck Handler

Turn 10: The hour is Blessing of Bark Breakers
.
.
.

Move to the Warrens.

Free exploration: Monkey
Nirmathas Longbow
Survival 8: 1d8 + 3 + 1d6 ⇒ (2) + 3 + (5) = 10
Success
Acquired

Next card is a spell or a Bandit, so...
Discard Monkey to explore: Bandit
Monster to a random location: 1d4 ⇒ 1
Woods
Can't deal with that right now, recharge Crocodile Skin Armor to evade and examine the new top of the location.
Random card: 1d2 + 1 ⇒ (1) + 1 = 2
Still the Bandit.

I'll end my turn.

Adowyn wrote:

Hand: Aspect of the Falcon, Cloud Puff, Archer's Bracers, Stone Weasel, Leryn (Cohort),

Displayed:
Deck: 11 Discard: 3 Buried: 0
Current Location: Woods
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Runewell's Echo, Crow, Leryn (Ally), Blessing of Gozreh, Wendifisa Spear, Shock Longbow +1, Bloodscent
Recharged: Blessing of the Greenfaith, Aspect of the Monkey, Nirmathas Longbow, Crocodile Skin Armor,
Discard Pile: Blessing of Erastil, Fox, Monkey,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top cards of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharget the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.


During This Adventure: Adventure 2B-2: We Be Goblins Too!
•When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
•When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: 2B-2B: IT’S ALL FUN AND GAMES TILL AN ARCH-LICH LOSES AN EYE
•After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
•When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
•When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.

Additional Rules:

Scenario Cards:

Villain
Arch-Lich Kalzaroth
Spoiler:
Arch-Lich Kalzaroth
Villain
Type: Monster
Traits: Lich Undead Wizard
To Defeat: Dexterity Stealth 16 OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits. When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card. Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat. If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.

Henchmen
Bandit
Spoiler:
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.

Other Cards
Longshanks Adventurers
Spoiler:
Longshanks Adventurers
Henchman
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics Disable Fortitude Perception Stealth Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated. If undefeated, you are dealt 1d4+1 Combat damage. If defeated, you may automatically close the location this henchman came from.

Shiny Eye Thing
Spoiler:
Shiny Eye Thing
Shiny Eye Thing
Traits:
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.

Fight Over the Eye
Spoiler:
Fight Over the Eye
Henchman
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result. After you act, banish this barrier; it is defeated.

Scenario Level (#): 2

Turn: 11, Kyra/Nickademus

Random Cards:

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

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

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

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

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

Spoiler:
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:
Allying Dart +1
RotR
Weapon C
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

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

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

Spells
Spoiler:
Mending
RotR
Spell B
Traits:
Arcane
Basic
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

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

Spoiler:
Heat Metal
None
Spell 2
Traits:
Arcane
Attack
Divine
Elite
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

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

Spoiler:
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:
Bone Lamellar
None
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

Spoiler:
Leather Armor
None
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.

Items
Spoiler:
Potion of Striding
None
Item B
Traits:
Alchemical
Basic
Liquid
To Acquire:
Intelligence
Craft 4
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Spoiler:
Liquid Ice
None
Item 2
Traits:
Alchemical
Attack
Cold
Elite
Liquid
Ranged
To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

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

Spoiler:
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:
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:
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:
Vulture
None
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
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:
Xoff
None
Ally 1
Traits:
Goblin
Ranger
To Acquire:
Wisdom
Perception
Charisma
Diplomacy 7
Recharge this card to evade your encounter; another character at your location may encounter the card.
Discard this card to examine the top 3 cards of your location deck. Put any monsters back in any order, then the rest of the cards in any order; then explore your location.

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


Blessings
Spoiler:
Blessing of Hadregash
None
Blessing B
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 5
OR Bury an ally
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

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

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

Spoiler:
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

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

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lirianne/wkover:
Spoiler:
Hourglass Card 1 Lirianne/wkover
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 2 Meligaster/Iceman91:
Spoiler:
Hourglass Card 2 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 3 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 4 Adowyn/Hawkmoon
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Hourglass Card 5 Kyra/Nickademus:
Spoiler:
Hourglass Card 5 Kyra/Nickademus
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Lirianne/wkover:
Spoiler:
Hourglass Card 6 Lirianne/wkover
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 7 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 8 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 9 Adowyn/Hawkmoon
Blessing of Irori
RotR
Blessing C
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 10 Kyra/Nickademus:
Spoiler:
Hourglass Card 10 Kyra/Nickademus
Blessing of Torag
RotR
Blessing C
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 11 Lirianne/wkover:
Spoiler:
Hourglass Card 11 Lirianne/wkover
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 12 Meligaster/Iceman91:
Spoiler:
Hourglass Card 12 Meligaster/Iceman91
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 13 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 14 Adowyn/Hawkmoon
Blessing of Venkelvore
None
Blessing 1
Traits:
Divine
Venkelvore
To Acquire:
Wisdom
Divine 5
OR Constitution
Fortitude 9
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Hourglass Card 15 Kyra/Nickademus:
Spoiler:
Hourglass Card 15 Kyra/Nickademus
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Lirianne/wkover:
Spoiler:
Hourglass Card 16 Lirianne/wkover
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 17 Meligaster/Iceman91:
Spoiler:
Hourglass Card 17 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 18 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 19 Adowyn/Hawkmoon
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.

Location #1: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lirianne/wkover, Villain in here, Monster on top

Woods Card 1:
Attic Whisperer
RotR
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Woods Card 2 (Potion of Glibness):
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.
Woods Card 3:
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.
Woods Card 4:
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.
Woods Card 5:
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.
Woods Card 6:
Arch-Lich Kalzaroth
None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Woods Card 7:
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.
Woods Card 8:
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.

Location #2: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meligaster/Iceman91, Adowyn/Hawkmoon, None
Warrens Card 1 (Bandit):
Bandit
RotR
Henchman C
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.
Warrens Card 2:
Mending
RotR
Spell C
Traits:
Arcane
Basic
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
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.

Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Mill Card 1:
Snake
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Mill Card 2:
Short Sword
RotR
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Mill Card 3:
Plague Zombie
RotR
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Mill Card 4:
Alchemist's Fire
None
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Mill Card 5:
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.
Mill Card 6:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Mill Card 7:
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.
Mill Card 8:
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Mill Card 9:
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.
Mill Card 10:
Bandit
RotR
Henchman B
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.

Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Grenek/NathanDavis, Kyra/Nickademus, None
Shrine to Lamashtu Card 1:
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Shrine to Lamashtu Card 2:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Shrine to Lamashtu Card 3:
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.
Shrine to Lamashtu Card 4:
Locked Passage
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Shrine to Lamashtu Card 5:
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.
Shrine to Lamashtu Card 6:
Bandit
RotR
Henchman B
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.
Shrine to Lamashtu Card 7:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Shrine to Lamashtu Card 8:
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.
Shrine to Lamashtu Card 9:
The Rusty Earbiter
None
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity
Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
Shrine to Lamashtu Card 10:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #5: Nettlemaze
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Monster on top

Farmhouse Card 1:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Farmhouse Card 2:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Farmhouse Card 3:
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.
Farmhouse Card 4:
Vicious Caltrops
None
Item 1
Traits:
Object
To Acquire:
Dexterity
Fortitude 8
Banish this card to evade a monster whose highest difficulty to defeat is 20 or lower, or 14 or lower if it is immune to the Mental or Poison trait.
Banish this card to defeat a monster whose highest difficulty to defeat is 12 or lower, or 9 or lower if it is immune to the Mental or Poison trait.
Farmhouse Card 5:
Bandit
RotR
Henchman B
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.
Farmhouse Card 6:
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.
Farmhouse Card 7:
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.
Farmhouse Card 8:
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.
Farmhouse Card 9:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Farmhouse Card 10:
Pit Trap
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Location #7: Treacherous Cave
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


.
.
.
.

-- Kyra's Turn --
Location: Shrine to Lamashtu - If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.

On-Turn Actions
Banish Cure to heal Grenek 1d4 + 1 ⇒ (4) + 1 = 5 cards.

Free Exploration: Blessing of Abadar
Discard Prayer, Prayer for damage.
Automatic Success
Blessing of Abadar is acquired.

Ending Turn
End of Turn: Recharge Abadar's Law to heal a card.
Iomedae's Justice is healed.
Recovery:
Cure
Divine 8: 1d10 + 4 ⇒ (10) + 4 = 14
Success
Reset: Drawing three cards.

Actions Still Needed:
Grenek heals 5 cards.

Kyra wrote:

Hand: Giantbane Greataxe, Blessing of Abadar, Chain Mail (Core), Desna's Freedom, Soothing Word,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 1
Acc Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sling (Core), Acolyte (Core), Staff of Minor Healing (Core), Gorum's Iron, Holy Symbol, Enchant Weapon, Divine Insight, Iomedae's Justice
Recharged: Abadar's Law, Cure (Core),
Discard Pile: Prayer, Prayer (2),
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, ☐ Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


During This Adventure: Adventure 2B-2: We Be Goblins Too!
•When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
•When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: 2B-2B: IT’S ALL FUN AND GAMES TILL AN ARCH-LICH LOSES AN EYE
•After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
•When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
•When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.

Additional Rules:

Scenario Cards:

Villain
Arch-Lich Kalzaroth
Spoiler:
Arch-Lich Kalzaroth
Villain
Type: Monster
Traits: Lich Undead Wizard
To Defeat: Dexterity Stealth 16 OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits. When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card. Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat. If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.

Henchmen
Bandit
Spoiler:
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.

Other Cards
Longshanks Adventurers
Spoiler:
Longshanks Adventurers
Henchman
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics Disable Fortitude Perception Stealth Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated. If undefeated, you are dealt 1d4+1 Combat damage. If defeated, you may automatically close the location this henchman came from.

Shiny Eye Thing
Spoiler:
Shiny Eye Thing
Shiny Eye Thing
Traits:
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.

Fight Over the Eye
Spoiler:
Fight Over the Eye
Henchman
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result. After you act, banish this barrier; it is defeated.

Scenario Level (#): 2

Turn: 12, Lirianne/wkover

Random Cards:

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

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

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:
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.

Barriers
Spoiler:
Secret Stash
RotR
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom
Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
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:
Collapsed Ceiling
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

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

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:
Allying Dart +1
RotR
Weapon C
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Spoiler:
Poisoned Sand Tube
None
Weapon B
Traits:
Alchemical
Blowgun
Elite
Poison
Ranged
To Acquire:
Intelligence
Craft
Knowledge
Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

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:
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:
Javelin of Lightning
None
Weapon 2
Traits:
Elite
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

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

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

Armors
Spoiler:
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 Studded Leather Armor
None
Armor 1
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:
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.

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:
Caltrops
None
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.

Spoiler:
Masterwork Tools
RotR
Item B
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

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

Spoiler:
Potion of 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:
Dogfinder
None
Item B
Traits:
Animal
Healing
Pet
Owner: Onwer: Poog
To Acquire:
Wisdom
Survival 5
Put this card on top of another character's deck to add 1d4 to your Wisdom check.
If you have the Goblin trait, banish this card to shuffle 1d4+1 cards from your discard pile into your hand.
"Zarongel says this toad's no good~So Poog stomped it, like he should."

Allies
Spoiler:
Rotgut
None
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

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:
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:
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:
Fat Frog
None
Ally B
Traits:
Animal
Pet
Owner: Owner: Chuffy
To Acquire:
Wisdom
Survival 4
Put this card on top of another character's deck to add 1d4 to your Dexterity check.
Discard this card to explore your location.
"Fat Frog likes to jump and eat
And it don't got stinky feet!"


Blessings
Spoiler:
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Spoiler:
Blessing of Lady Lastbreath
None
Blessing 2
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
OR Discard your hand
Discard this card to add 2 dice to your check to acquire a weapon, an armor, or an item.
Instead of your move step, recharge this card to draw a card from the discard pile of another character at your location, then move.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Zogmugot trait, recharge this card instead of discarding it.

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

Current Hour:

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

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/Iceman91:
Spoiler:
Hourglass Card 1 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 2 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 3 Adowyn/Hawkmoon
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Hourglass Card 4 Kyra/Nickademus:
Spoiler:
Hourglass Card 4 Kyra/Nickademus
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Lirianne/wkover:
Spoiler:
Hourglass Card 5 Lirianne/wkover
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 6 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 7 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 8 Adowyn/Hawkmoon
Blessing of Irori
RotR
Blessing C
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 9 Kyra/Nickademus:
Spoiler:
Hourglass Card 9 Kyra/Nickademus
Blessing of Torag
RotR
Blessing C
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 Lirianne/wkover:
Spoiler:
Hourglass Card 10 Lirianne/wkover
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 11 Meligaster/Iceman91:
Spoiler:
Hourglass Card 11 Meligaster/Iceman91
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 12 Grenek/NathanDavis:
Spoiler:
Hourglass Card 12 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 13 Adowyn/Hawkmoon
Blessing of Venkelvore
None
Blessing 1
Traits:
Divine
Venkelvore
To Acquire:
Wisdom
Divine 5
OR Constitution
Fortitude 9
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Hourglass Card 14 Kyra/Nickademus:
Spoiler:
Hourglass Card 14 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 15 Lirianne/wkover
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 16 Meligaster/Iceman91:
Spoiler:
Hourglass Card 16 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 17 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 18 Adowyn/Hawkmoon
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.

Location #1: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lirianne/wkover, Villain in here, Monster on top

Woods Card 1:
Attic Whisperer
RotR
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Woods Card 2 (Potion of Glibness):
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.
Woods Card 3:
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.
Woods Card 4:
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.
Woods Card 5:
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.
Woods Card 6:
Arch-Lich Kalzaroth
None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Woods Card 7:
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.
Woods Card 8:
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.

Location #2: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meligaster/Iceman91, Adowyn/Hawkmoon, None
Warrens Card 1 (Bandit):
Bandit
RotR
Henchman C
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.
Warrens Card 2:
Mending
RotR
Spell C
Traits:
Arcane
Basic
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
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.

Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Mill Card 1:
Snake
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Mill Card 2:
Short Sword
RotR
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Mill Card 3:
Plague Zombie
RotR
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Mill Card 4:
Alchemist's Fire
None
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Mill Card 5:
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.
Mill Card 6:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Mill Card 7:
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.
Mill Card 8:
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Mill Card 9:
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.
Mill Card 10:
Bandit
RotR
Henchman B
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.

Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Grenek/NathanDavis, Kyra/Nickademus, None
Shrine to Lamashtu Card 1:
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.
Shrine to Lamashtu Card 2:
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.
Shrine to Lamashtu Card 3:
Locked Passage
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Shrine to Lamashtu Card 4:
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.
Shrine to Lamashtu Card 5:
Bandit
RotR
Henchman B
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.
Shrine to Lamashtu Card 6:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Shrine to Lamashtu Card 7:
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.
Shrine to Lamashtu Card 8:
The Rusty Earbiter
None
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity
Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
Shrine to Lamashtu Card 9:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 #5: Nettlemaze
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Monster on top

Farmhouse Card 1:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Farmhouse Card 2:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Farmhouse Card 3:
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.
Farmhouse Card 4:
Vicious Caltrops
None
Item 1
Traits:
Object
To Acquire:
Dexterity
Fortitude 8
Banish this card to evade a monster whose highest difficulty to defeat is 20 or lower, or 14 or lower if it is immune to the Mental or Poison trait.
Banish this card to defeat a monster whose highest difficulty to defeat is 12 or lower, or 9 or lower if it is immune to the Mental or Poison trait.
Farmhouse Card 5:
Bandit
RotR
Henchman B
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.
Farmhouse Card 6:
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.
Farmhouse Card 7:
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.
Farmhouse Card 8:
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.
Farmhouse Card 9:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Farmhouse Card 10:
Pit Trap
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Location #7: Treacherous Cave
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Hour: Shelyn.

Move to Warrens and encounter revealed bandit.

Which location gets monster on top?: 1d4 ⇒ 1 - Woods gets a monster

Through a trick of the light, a cutpurse splits in two - with the uglier twin heading off to stir up trouble elsewhere.

Recharge toxic blunderbuss for Bandit BYA.

Combat 8 w/ musket: 2d10 + 5 ⇒ (7, 9) + 5 = 21 - henchman defeated

Reload?: 1d12 ⇒ 5 - no

Leery isn't having any more weird-splitting, so she guns down the remaining thief before another dozen doppelgangers appear.

Asking Kyra for Desna's Freedom.

Dex 6 to close: 2d10 + 2 ⇒ (7, 7) + 2 = 16 - success

Warrens are closed.

Lirianne wrote:

Hand: Shock Musket +1, Sands of the Hour, Gem of Physical Prowess, Blessing of Alkenstar, Squishyheals (Leech), Crowbar,

Displayed: Shiny Eye Thing,
Deck: 8 Discard: 1 Buried: 1
Hero Points: 1

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? y

Monster placed on top of Woods. Warrens are closed. Support used: Kyra's Desna blessing (discarded).


Deck Handler

On Leery's turn, use Dreamcatcher to draw Onmyoji from discard, then Perception 8: 1d8 + 2 ⇒ (7) + 2 = 9 recharge the item.

Mel's turn
Hour of the Gods

Move to Mill
Add 2 to your checks with the Slashing trait.

Free explore of Mill #1: Snake

Spoiler:
Ally C
Traits: Animal, Elite
To Acquire: Wisdom, Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Reveal Sage for ability, mindbender
Survival 6: 1d4 + 1d4 + 2 ⇒ (4) + (4) + 2 = 10 Success

Discard Onmyoji to explore Mill #2: Short Sword
Not interested - banish

Discard Sage to explore Mill #3: Plague Zombie

Spoiler:
Monster B
Traits: Elite, Undead, Zombie
To Defeat: Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Cast Life Drain, reveal Snake for ability
Combat 11: 1d12 + 2 + 2d4 + 1d4 ⇒ (4) + 2 + (3, 2) + (1) = 12 Success
Life Drain heals Spider

End turn
Recharge Life Drain: Arcane 9: 1d12 + 2 ⇒ (11) + 2 = 13 Success

---

Waving thanks to Addy-Wen and Leery-Anne, Mel wanders off to the Mill to look for more excitement there.
He is quite pleased to find a snake that he is able to charm, and thrilled when his ancient mentor's voice warns him of the presence of a zombie. A quick magical blast and he is feeling quite invigorated.

Meligaster wrote:

Hand: Spiritual Ally, Lightning Bolt (Core), Shield Cloak, Flame Staff (Core), Snake, The Peacock,

Displayed:
Deck: 8 Discard: 6 Buried: 0
Hero Points: 0
Used Accessory Reroll: N
NOTES:
Available Support: Spiritual Ally (free -3 to difficulty of local combat or charisma) and The Peacock (must be only boon played) are available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods 1, Dreamcatcher, Vampiric Touch, Locate Object (Core), Psychic Detective, Spider, Acadamae Student
Recharged: Life Drain (Core),
Discard Pile: Onmyoji, Heavy Crossbow, Card Caster, Bracers of Protection (Core), Blessing of the Gods 2, Sage,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) plus the card's level and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally or defeat a monster, add 2. (□ If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

Summary
Mill 1 acquired, 2 and 3 banished


During This Adventure: Adventure 2B-2: We Be Goblins Too!
•When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
•When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: 2B-2B: IT’S ALL FUN AND GAMES TILL AN ARCH-LICH LOSES AN EYE
•After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
•When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
•When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.

Additional Rules:

Scenario Cards:

Villain
Arch-Lich Kalzaroth
Spoiler:
Arch-Lich Kalzaroth
Villain
Type: Monster
Traits: Lich Undead Wizard
To Defeat: Dexterity Stealth 16 OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits. When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card. Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat. If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.

Henchmen
Bandit
Spoiler:
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.

Other Cards
Longshanks Adventurers
Spoiler:
Longshanks Adventurers
Henchman
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics Disable Fortitude Perception Stealth Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated. If undefeated, you are dealt 1d4+1 Combat damage. If defeated, you may automatically close the location this henchman came from.

Shiny Eye Thing
Spoiler:
Shiny Eye Thing
Shiny Eye Thing
Traits:
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.

Fight Over the Eye
Spoiler:
Fight Over the Eye
Henchman
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result. After you act, banish this barrier; it is defeated.

Scenario Level (#): 2

Turn: 14, Grenek/NathanDavis

Random Cards:

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

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:
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:
Mystic Inscription
RotR
Barrier C
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:
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:
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


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:
Flaming Scimitar +1
None
Weapon 2
Traits:
Elite
Finesse
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
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+1 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Shortbow
RotR
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

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

Spells
Spoiler:
Invisibility
RotR
Spell B
Traits:
Arcane
Basic
Magic
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Rain of Frogs
None
Spell 1
Traits:
Arcane
Divine
Magic
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a location. While displayed, character at that location add 1d6 and the Poison trait to their combat checks. At the end of the turn, each character at that location is dealt 1 Poison damage, then if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

Spoiler:
Hide from Animals
None
Spell B
Traits:
Basic
Divine
Magic
Mental
To Acquire:
Wisdom
Divine 6
When any character encounters an ally that has the Animal trait, discard this card; she evades the encounter. Put the ally under the top card of its location deck. That character may explore again.
When any character encounters a non-henchman, non-villain monster that has the Animal trait, discard this card; he evades the encounter and puts the monster on the bottom 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:
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:
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:
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 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:
Wooden Shield
RotR
Armor C
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:
Buckler Gun
None
Armor B
Traits:
Elite
Firearm
Shield
To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
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.

Items
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:
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.

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

Spoiler:
Potion of Healing
None
Item 1
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:
Goblin Pickles
None
Item 2
Traits:
Healing
Object
Poison
To Acquire:
Craft
Fortitude 9
OR Bury a card that has the Poison trait
Banish this card to add 1d4 and the Poison trait to your combat check against a monster that does not have the Goblin trait.
If you have the Goblin trait, banish this card to shuffle 1d4 random cards from your discard pile into your deck.

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

Spoiler:
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:
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:
Spotol
None
Ally B
Traits:
Animal
Pet
Owner: Owner: Reta
To Acquire:
Wisdom
Survival 4
Put this card on top of another character's deck to add 1d4 to your Constitution check.
Discard this card to explore your location.
"Spotol wears a white hat too
So Reta knows who not chew."


Spoiler:
Snake
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: 16

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 1 Adowyn/Hawkmoon
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Hourglass Card 2 Kyra/Nickademus:
Spoiler:
Hourglass Card 2 Kyra/Nickademus
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Lirianne/wkover:
Spoiler:
Hourglass Card 3 Lirianne/wkover
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 4 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 5 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 6 Adowyn/Hawkmoon
Blessing of Irori
RotR
Blessing C
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 7 Kyra/Nickademus
Blessing of Torag
RotR
Blessing C
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 Lirianne/wkover:
Spoiler:
Hourglass Card 8 Lirianne/wkover
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 9 Meligaster/Iceman91:
Spoiler:
Hourglass Card 9 Meligaster/Iceman91
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 10 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 11 Adowyn/Hawkmoon
Blessing of Venkelvore
None
Blessing 1
Traits:
Divine
Venkelvore
To Acquire:
Wisdom
Divine 5
OR Constitution
Fortitude 9
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Hourglass Card 12 Kyra/Nickademus:
Spoiler:
Hourglass Card 12 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 13 Lirianne/wkover
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 14 Meligaster/Iceman91:
Spoiler:
Hourglass Card 14 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 15 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 16 Adowyn/Hawkmoon
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.

Location #1: 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: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Villain in here, 2 Monsters on top

Woods Card 1:
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.
Woods Card 2:
Attic Whisperer
RotR
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Woods Card 3 (Potion of Glibness):
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.
Woods Card 4:
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.
Woods Card 5:
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.
Woods Card 6:
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.
Woods Card 7:
Arch-Lich Kalzaroth
None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Woods Card 8:
Collapsed Ceiling
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Woods Card 9:
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.

Location #2: Warrens
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lirianne/wkover, Adowyn/Hawkmoon, None

Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Meligaster/Iceman91, None

Mill Card 1:
Alchemist's Fire
None
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Mill Card 2:
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.
Mill Card 3:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Mill 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.
Mill Card 5:
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Mill Card 6:
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.
Mill Card 7:
Bandit
RotR
Henchman B
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.

Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Grenek/NathanDavis, Kyra/Nickademus, None
Shrine to Lamashtu Card 1:
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.
Shrine to Lamashtu Card 2:
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.
Shrine to Lamashtu Card 3:
Locked Passage
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Shrine to Lamashtu Card 4:
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.
Shrine to Lamashtu Card 5:
Bandit
RotR
Henchman B
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.
Shrine to Lamashtu Card 6:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Shrine to Lamashtu Card 7:
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.
Shrine to Lamashtu Card 8:
The Rusty Earbiter
None
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity
Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
Shrine to Lamashtu Card 9:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 #5: Nettlemaze
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Monster on top

Farmhouse Card 1:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Farmhouse Card 2:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Farmhouse Card 3:
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.
Farmhouse Card 4:
Vicious Caltrops
None
Item 1
Traits:
Object
To Acquire:
Dexterity
Fortitude 8
Banish this card to evade a monster whose highest difficulty to defeat is 20 or lower, or 14 or lower if it is immune to the Mental or Poison trait.
Banish this card to defeat a monster whose highest difficulty to defeat is 12 or lower, or 9 or lower if it is immune to the Mental or Poison trait.
Farmhouse Card 5:
Bandit
RotR
Henchman B
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.
Farmhouse Card 6:
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.
Farmhouse Card 7:
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.
Farmhouse Card 8:
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.
Farmhouse Card 9:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Farmhouse Card 10:
Pit Trap
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Location #7: Treacherous Cave
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

All cards healed thanks to Kyra!

Hour of the Gods

Give card to Kyra: Blessing of Venkelvore
Move to Woods. Free explore and encounter Diseased Rats
Reveal Giantbane Greataxe. Recharge Mighty Gugmuff XXXII and reveal Giantbane Greataxe. Recharge War Drum

Combat 11: 1d10 + 2 + 1d12 + 1 + 1d4 + 1 + 1d4 ⇒ (6) + 2 + (5) + 1 + (2) + 1 + (3) = 20
Banished!

Grenek wrote:

Hand: Giantbane Greataxe, Beehive, Sage's journal, Reformarium Servant, Crown of Charisma, Thieves' Tools,

Displayed: Studded Leather Armor,
Deck: 12 Discard: 0 Buried: 1
Current Location: Shrine of Lamashtu
Hero Points: 2
NOTES:
Available Support: Beehive: add 1d4 and Poison trait to combat
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (Discard Thieves Tools, Crown of Charisma, and Sage's Journal!)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Crowbar, Potion of Vision, Pit Gladiator, Swordbreaker, Potion of Healing, Earthbreaker, Vicious Scythe, The Bear, Blessing of the Gobs, Xoff
Recharged: Mighty Gugmuff XXXII, War Drum,
Discard Pile:
Buried Pile: Helm,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +0

Favored Card: Melee Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster, you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude.
On a a local check against a monster, you may discard (☐ or recharge) a card to add 1d4 (☐ 1d6) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you.


Deck Handler

Turn 15: The hour is Blessing of the Gobs
.
.
.
.

Adowyn moves to the Woods.

Free exploration: Attic Whisperer
Recharge Cloud Puff to evade.
Examine: Random card: 1d8 + 1 ⇒ (4) + 1 = 5 Hill Giant

Ending my turn.

Adowyn wrote:

Hand: Aspect of the Falcon, Archer's Bracers, Stone Weasel, Runewell's Echo, Blessing of Gozreh,

Displayed: Leryn (Cohort),
Deck: 10 Discard: 3 Buried: 0
Current Location: Woods
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bloodscent, Wendifisa Spear, Leryn (Ally), Crow, Shock Longbow +1
Recharged: Blessing of the Greenfaith, Aspect of the Monkey, Nirmathas Longbow, Crocodile Skin Armor, Cloud Puff,
Discard Pile: Blessing of Erastil, Fox, Monkey,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top cards of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharget the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.


During This Adventure: Adventure 2B-2: We Be Goblins Too!
•When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
•When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: 2B-2B: IT’S ALL FUN AND GAMES TILL AN ARCH-LICH LOSES AN EYE
•After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
•When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
•When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.

Additional Rules:

Scenario Cards:

Villain
Arch-Lich Kalzaroth
Spoiler:
Arch-Lich Kalzaroth
Villain
Type: Monster
Traits: Lich Undead Wizard
To Defeat: Dexterity Stealth 16 OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits. When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card. Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat. If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.

Henchmen
Bandit
Spoiler:
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.

Other Cards
Longshanks Adventurers
Spoiler:
Longshanks Adventurers
Henchman
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics Disable Fortitude Perception Stealth Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated. If undefeated, you are dealt 1d4+1 Combat damage. If defeated, you may automatically close the location this henchman came from.

Shiny Eye Thing
Spoiler:
Shiny Eye Thing
Shiny Eye Thing
Traits:
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.

Fight Over the Eye
Spoiler:
Fight Over the Eye
Henchman
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result. After you act, banish this barrier; it is defeated.

Scenario Level (#): 2

Turn: 16, Kyra/Nickademus

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

Spoiler:
Hide or Get Clubbed
None
Barrier 1
Traits:
Skirmish
Task
Dare
To Defeat:
Dexterity
Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.

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

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

Weapons
Spoiler:
Torch
None
Weapon B
Traits:
Basic
Bludgeoning
Club
Fire
Melee
To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

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

Spoiler:
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:
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.

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:
Charm Animal
None
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing 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:
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.

Spoiler:
Rain of Frogs
None
Spell 1
Traits:
Arcane
Divine
Magic
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a location. While displayed, character at that location add 1d6 and the Poison trait to their combat checks. At the end of the turn, each character at that location is dealt 1 Poison damage, then if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

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

Spoiler:
Leather Armor
None
Armor B
Traits:
Basic
Light Armor
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

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

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


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

Spoiler:
Masterwork Tools
RotR
Item B
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Spoiler:
Alchemist's Fire
None
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

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

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

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

Spoiler:
Giant Slug
None
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.

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

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

Blessings
Spoiler:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Hadregash
None
Blessing 1
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 5
OR Bury an ally
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Spoiler:
Blessing of Hadregash
None
Blessing B
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 5
OR Bury an ally
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

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

Current Hour:

Blessing of 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 Lirianne/wkover:
Spoiler:
Hourglass Card 1 Lirianne/wkover
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 2 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 3 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 4 Adowyn/Hawkmoon
Blessing of Irori
RotR
Blessing C
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 5 Kyra/Nickademus
Blessing of Torag
RotR
Blessing C
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 Lirianne/wkover:
Spoiler:
Hourglass Card 6 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 7 Meligaster/Iceman91
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 8 Grenek/NathanDavis:
Spoiler:
Hourglass Card 8 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 9 Adowyn/Hawkmoon
Blessing of Venkelvore
None
Blessing 1
Traits:
Divine
Venkelvore
To Acquire:
Wisdom
Divine 5
OR Constitution
Fortitude 9
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Hourglass Card 10 Kyra/Nickademus:
Spoiler:
Hourglass Card 10 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 11 Lirianne/wkover
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 12 Meligaster/Iceman91:
Spoiler:
Hourglass Card 12 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 13 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 14 Adowyn/Hawkmoon
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.

Location #1: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grenek/NathanDavis, Adowyn/Hawkmoon, Villain in here

Woods Card 1 (Hill Giant):
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.
Woods Card 2:
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.
Woods Card 3:
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.
Woods Card 4:
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.
Woods Card 5:
Attic Whisperer
RotR
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Woods Card 6:
Arch-Lich Kalzaroth
None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Woods Card 7:
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.
Woods Card 8:
Collapsed Ceiling
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Location #2: Warrens
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lirianne/wkover, None

Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Meligaster/Iceman91, None

Mill Card 1:
Alchemist's Fire
None
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Mill Card 2:
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.
Mill Card 3:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Mill 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.
Mill Card 5:
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Mill Card 6:
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.
Mill Card 7:
Bandit
RotR
Henchman B
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.

Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Kyra/Nickademus, None
Shrine to Lamashtu Card 1:
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.
Shrine to Lamashtu Card 2:
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.
Shrine to Lamashtu Card 3:
Locked Passage
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Shrine to Lamashtu Card 4:
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.
Shrine to Lamashtu Card 5:
Bandit
RotR
Henchman B
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.
Shrine to Lamashtu Card 6:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Shrine to Lamashtu Card 7:
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.
Shrine to Lamashtu Card 8:
The Rusty Earbiter
None
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity
Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
Shrine to Lamashtu Card 9:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 #5: Nettlemaze
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Monster on top

Farmhouse Card 1:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Farmhouse Card 2:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Farmhouse Card 3:
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.
Farmhouse Card 4:
Vicious Caltrops
None
Item 1
Traits:
Object
To Acquire:
Dexterity
Fortitude 8
Banish this card to evade a monster whose highest difficulty to defeat is 20 or lower, or 14 or lower if it is immune to the Mental or Poison trait.
Banish this card to defeat a monster whose highest difficulty to defeat is 12 or lower, or 9 or lower if it is immune to the Mental or Poison trait.
Farmhouse Card 5:
Bandit
RotR
Henchman B
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.
Farmhouse Card 6:
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.
Farmhouse Card 7:
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.
Farmhouse Card 8:
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.
Farmhouse Card 9:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Farmhouse Card 10:
Pit Trap
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Location #7: Treacherous Cave
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


.
.
.
.

-- Kyra's Turn --
Location: Shrine to Lamashtu - If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.

On-Turn Actions
Display Chain Mail.

Free Exploration: Faceless Stalker
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
Wisdom 7: 1d10 + 1 ⇒ (5) + 1 = 6
Failure
Reveal Giantbane Greataxe.
Combat 14: 1d8 + 1d12 + 3 ⇒ (4) + (8) + 3 = 15
Success
Faceless Stalker is banished.

Ending Turn
End of Turn: Recharge Soothing Word to heal a card.
Desna's Freedom is healed.
Reset: Drawing two cards.

Kyra wrote:

Hand: Giantbane Greataxe, Blessing of Abadar, Blessing of Venkelvore, Sling (Core), Enchant Weapon,

Displayed: Chain Mail (Core),
Deck: 10 Discard: 2 Buried: 0
Hero Points: 1
Acc Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure (Core), Acolyte (Core), Divine Insight, Desna's Freedom, Abadar's Law, Iomedae's Justice, Staff of Minor Healing (Core), Holy Symbol, Gorum's Iron
Recharged: Soothing Word,
Discard Pile: Prayer, Prayer (2),
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, ☐ Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Hour: BoG.

Move to Mill and encounter Alchemist's Fire.

Craft 5: 1d8 + 1 ⇒ (3) + 1 = 4 - fail, banished

Tired from a long trek to the grinding house, Leery stumbles, steps on a fuel flask, and accidentally starts a small fire.

Discard Sands of the Hour to explore, encounter Falling Bell.

The fire is soon raging, and the end-of-shift bell - a monstrous clanger - breaks free of its steeple and drops towards the two goblins.

Per 10: 1d8 + 2 ⇒ (5) + 2 = 7 - fail, difficulty not reduced

Dex 10 w/ recharged Crowbar: 1d10 + 2d8 + 2 ⇒ (8) + (7, 4) + 2 = 21 - pass, take one combat damage (discarding Gem)

Leery somersaults away, injuring her shoulder.

Mel looks up, staring at the iron danger accelerating towards his astute head.

Mel still needs to encounter Falling Bell barrier.

Recharge Squishy to heal.

# cards healed?: 1d4 - 1 ⇒ (2) - 1 = 1 - Gem healed

Lirianne wrote:

Hand: Shock Musket +1, Crowbar, Squishyheals (Leech), Blessing of Alkenstar, Toxic Blunderbuss +1, Quilted Cloth Armor,

Displayed: Shiny Eye Thing,
Deck: 7 Discard: 2 Buried: 1
Hero Points: 1

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? y

Mel still has to encounter Falling Bell barrier.


Deck Handler

Leery's turn:
Perception 10: 1d8 + 2 ⇒ (8) + 2 = 10 Hah!
Recharge The Peacock, reveal Snake for ability

Dex 10-4=6: 1d8 + 1d8 + 1d4 ⇒ (6) + (7) + (4) = 17 Success
Recharge Shield Cloak to absorb the one damage.

Mel's turn
Hour of the Gods

Leery applies some ancient medicine.
Squishyheals: 1d4 - 1 ⇒ (3) - 1 = 2 Sage and BotG

Move to the Farmhouse
If you would discard an ally, bury it instead.

Free explore of Farmhouse #1: Giant Gecko

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

Reveal flame staff, reveal Snake for ability
Combat 8: 1d12 + 2 + 1d4 + 1d4 ⇒ (7) + 2 + (1) + (1) = 11 Success

End turn

Meligaster wrote:

Hand: Spiritual Ally, Lightning Bolt (Core), Life Drain (Core), Flame Staff (Core), Dreamcatcher, Snake,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Hero Points: 0
Used Accessory Reroll: N
NOTES:
Available Support: Spiritual Ally (free -3 to difficulty of local combat or charisma) is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spider, Blessing of the Gods 2, Locate Object (Core), Shield Cloak, Sage, Blessing of the Gods 1, Vampiric Touch, Acadamae Student, Psychic Detective, The Peacock
Recharged:
Discard Pile: Onmyoji, Heavy Crossbow, Card Caster, Bracers of Protection (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) plus the card's level and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally or defeat a monster, add 2. (□ If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Hour of the Gods

Give Card to Adowyn: Thieves Tools
Free explore and encounter Hill Giant
Reveal Giantsbane Greataxe. Sharp Pointy Teeth: Discard Crown of Charisma. Don’t Call Me Bunny: Bury Crown of Charisma.

Combat 15: 1d10 + 2 + 1d12 + 1 + 1d8 + 1d4 + 1d8 + 2 ⇒ (2) + 2 + (9) + 1 + (5) + (3) + (6) + 2 = 30 Banished! That’s called a practice swing

Discard Reformarium Servant to explore and encounter Cultist
Reveal Giantsbane Greataxe Banish/Recharge Beehive, Adowyn discards Thieves Tools or something else to her liking

Combat 9: 1d10 + 2 + 1d12 + 1 + 1d4 ⇒ (5) + 2 + (7) + 1 + (3) = 18 Banished!

Grenek wrote:

Hand: Giantbane Greataxe, Swordbreaker, Sage's journal, Pit Gladiator, The Bear, Vicious Scythe,

Displayed: Studded Leather Armor,
Deck: 9 Discard: 1 Buried: 2
Current Location: Woods
Hero Points: 2
NOTES:
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (Discard Swordbreaker and Sage's Journal!)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Earthbreaker, Blessing of the Gobs, Xoff, Potion of Vision, Potion of Healing, Crowbar
Recharged: Mighty Gugmuff XXXII, War Drum, Beehive,
Discard Pile: Reformarium Servant,
Buried Pile: Helm, Crown of Charisma,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +0

Favored Card: Melee Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster, you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude.
On a a local check against a monster, you may discard (☐ or recharge) a card to add 1d4 (☐ 1d6) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Out of turn: Recharge Squishy for Mel.

Lirianne wrote:

Hand: Shock Musket +1, Crowbar, Blessing of Alkenstar, Toxic Blunderbuss +1, Quilted Cloth Armor,

Displayed: Shiny Eye Thing,
Deck: 8 Discard: 2 Buried: 1
Hero Points: 1

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? y


Deck Handler

Turn 20: The Hour is Blessing of Irori
.
.
.
.

Start of my turn, examine my location: Spiked Chain

Free exploration: Spiked Chain
Strength 8: 0 = 0
Failed
Banished

Reload Leryn to examine: Potion of Glibness, Attic Whisperer
Discard Stone Weasel to explore: Potion of Glibness
Intelligence 4: 1d6 + 1d4 ⇒ (6) + (2) = 8
Success
Acquired

Discard Blessing of Gozreh to explore: Attic Whisperer[b]
Recharge Potion of Glibness to evade.
Examine
Random card: 1d4 + 4 ⇒ (4) + 4 = 8
Collapsed Ceiling

Ending my turn.

Adowyn wrote:

[b]Hand: Aspect of the Falcon, Bloodscent, Archer's Bracers, Runewell's Echo, Leryn (Cohort),

Displayed:
Deck: 10 Discard: 6 Buried: 0
Current Location: Woods
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Leryn (Ally), Crow, Shock Longbow +1, Wendifisa Spear
Recharged: Blessing of the Greenfaith, Aspect of the Monkey, Nirmathas Longbow, Crocodile Skin Armor, Cloud Puff, Potion of Glibness,
Discard Pile: Blessing of Erastil, Fox, Monkey, Thieves Tools, Stone Weasel, Blessing of Gozreh,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top cards of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharget the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.


During This Adventure: Adventure 2B-2: We Be Goblins Too!
•When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
•When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: 2B-2B: IT’S ALL FUN AND GAMES TILL AN ARCH-LICH LOSES AN EYE
•After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
•When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
•When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.

Additional Rules:

Scenario Cards:

Villain
Arch-Lich Kalzaroth
Spoiler:
Arch-Lich Kalzaroth
Villain
Type: Monster
Traits: Lich Undead Wizard
To Defeat: Dexterity Stealth 16 OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits. When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card. Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat. If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.

Henchmen
Bandit
Spoiler:
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.

Other Cards
Longshanks Adventurers
Spoiler:
Longshanks Adventurers
Henchman
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics Disable Fortitude Perception Stealth Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated. If undefeated, you are dealt 1d4+1 Combat damage. If defeated, you may automatically close the location this henchman came from.

Shiny Eye Thing
Spoiler:
Shiny Eye Thing
Shiny Eye Thing
Traits:
Display this card next to your deck. While displayed, you gain the skill Arcane: Charisma +4. While displayed, on your Constitution check, subtract 1d4+1 from the result. While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.

Fight Over the Eye
Spoiler:
Fight Over the Eye
Henchman
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result. After you act, banish this barrier; it is defeated.

Scenario Level (#): 2

Turn: 21, Kyra/Nickademus

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:
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:
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:
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:
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.

Barriers
Spoiler:
Dance With Squealy Nord
RotR
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby


Spoiler:
Secret Stash
RotR
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom
Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.

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

Spoiler:
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:
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.

Weapons
Spoiler:
Javelin of Lightning
None
Weapon 2
Traits:
Elite
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Spoiler:
Poisoned Sand Tube
None
Weapon B
Traits:
Alchemical
Blowgun
Elite
Poison
Ranged
To Acquire:
Intelligence
Craft
Knowledge
Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Spoiler:
Longbow
RotR
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

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

Spells
Spoiler:
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:
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:
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:
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:
Buckler
None
Armor B
Traits:
Basic
Shield
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

Spoiler:
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:
Wooden Shield
RotR
Armor C
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:
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:
Emerald of Dexterity
None
Item 1
Traits:
Magic
Object
To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on your non-combat check.

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:
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:
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:
Amulet of Mighty Fists
RotR
Item C
Traits:
Accessory
Basic
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Allies
Spoiler:
Mighty Gugmuff XXXII
None
Ally 2
Traits:
Goblin
Ranger
To Acquire:
Charisma
Diplomacy 8
OR Recharge a weapon
Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your location deck.

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

Spoiler:
Dog
RotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

Spoiler:
Dog
RotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

Spoiler:
Maester Grump
RotR
Ally 2
Traits:
Human
To Acquire:
Charisma
Diplomacy 7
OR Wisdom
Divine 8
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
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 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 Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

Spoiler:
Blessing of the Boss
None
Blessing 2
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 12
OR Banish an ally
Display this card to add 1 die to your combat check. If you succeed, draw a random card from your discard pile; if you fail bury a random card from your discard pile. Then discard this card.
Discard this card to add 2 dice to a combat check or a check by a character that has the Goblin trait. Before attempting the roll, the character attempting that check discards a card.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Current Hour:

Blessing of Torag:
Blessing of Torag
RotR
Blessing C
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: 9

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lirianne/wkover:
Spoiler:
Hourglass Card 1 Lirianne/wkover
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 2 Meligaster/Iceman91:
Spoiler:
Hourglass Card 2 Meligaster/Iceman91
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 Grenek/NathanDavis:
Spoiler:
Hourglass Card 3 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 4 Adowyn/Hawkmoon
Blessing of Venkelvore
None
Blessing 1
Traits:
Divine
Venkelvore
To Acquire:
Wisdom
Divine 5
OR Constitution
Fortitude 9
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Hourglass Card 5 Kyra/Nickademus:
Spoiler:
Hourglass Card 5 Kyra/Nickademus
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 6 Lirianne/wkover:
Spoiler:
Hourglass Card 6 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 7 Meligaster/Iceman91
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 8 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 9 Adowyn/Hawkmoon
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.

Location #1: 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: Grenek/NathanDavis, Adowyn/Hawkmoon, Villain in here

Woods Card 1 (Collapsed Ceiling):
Collapsed Ceiling
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Woods Card 2:
Attic Whisperer
RotR
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Woods Card 3:
Arch-Lich Kalzaroth
None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Woods 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.

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

Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lirianne/wkover, None

Mill Card 1:
Giant Gecko
RotR
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Mill 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.
Mill Card 3:
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Mill Card 4:
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.
Mill Card 5:
Bandit
RotR
Henchman B
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.

Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Kyra/Nickademus, None
Shrine to Lamashtu Card 1:
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.
Shrine to Lamashtu Card 2:
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.
Shrine to Lamashtu Card 3:
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.
Shrine to Lamashtu Card 4:
Bandit
RotR
Henchman B
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.
Shrine to Lamashtu Card 5:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Shrine to Lamashtu Card 6:
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.
Shrine to Lamashtu Card 7:
The Rusty Earbiter
None
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity
Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
Shrine to Lamashtu Card 8:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 #5: Nettlemaze
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Meligaster/Iceman91, Monster on top

Farmhouse Card 1:
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.
Farmhouse Card 2:
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.
Farmhouse Card 3:
Vicious Caltrops
None
Item 1
Traits:
Object
To Acquire:
Dexterity
Fortitude 8
Banish this card to evade a monster whose highest difficulty to defeat is 20 or lower, or 14 or lower if it is immune to the Mental or Poison trait.
Banish this card to defeat a monster whose highest difficulty to defeat is 12 or lower, or 9 or lower if it is immune to the Mental or Poison trait.
Farmhouse Card 4:
Bandit
RotR
Henchman B
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.
Farmhouse Card 5:
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.
Farmhouse Card 6:
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.
Farmhouse Card 7:
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.
Farmhouse Card 8:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Farmhouse Card 9:
Pit Trap
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Location #7: Treacherous Cave
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


.
.
.
.

-- Kyra's Turn --
Location: Shrine to Lamashtu - If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.

On-Turn Actions
Free Exploration: Werewolf
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.
Reveal Giantbane Greataxe to use Melee +1d12+1. Recharge Sling to add 1d4. Banish Enchant Weapon to add 1d4+2.
Combat 13: 1d8 + 1d12 + 2d4 + 5 ⇒ (2) + (4) + (1, 4) + 5 = 16
Success
Werewolf is banished.

Ending Turn
Recovery:
Enchant Weapon
Divine 6: 1d10 + 4 ⇒ (5) + 4 = 9
Success
Reset: Drawing two cards.

Kyra wrote:

Hand: Giantbane Greataxe, Blessing of Abadar, Blessing of Venkelvore, Cure (Core), Acolyte (Core),

Displayed: Chain Mail (Core),
Deck: 10 Discard: 2 Buried: 0
Hero Points: 1
Acc Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Divine Insight, Holy Symbol, Abadar's Law, Gorum's Iron, Desna's Freedom, Iomedae's Justice
Recharged: Soothing Word, Sling (Core), Enchant Weapon,
Discard Pile: Prayer, Prayer (2),
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, ☐ Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Hour: Irori.

Stay @ Mill and explore, encounter Gecko.

The tributary powering the mill's waterwheel swirls and froths as colorful reptiles erupt from its shiny surface.

Combat 8 w/ Musket (burying Blunderbuss): 2d10 + 2d8 + 5 ⇒ (5, 5) + (4, 5) + 5 = 24 - defeated

Panicked, Leery unloads a mountain of buckshot to scatter the cold-blooded invaders.

After reloading, her eyes stare - watchful of a second wave.

Lirianne wrote:

Hand: Shock Musket +1, Crowbar, Blessing of the Gods, Blessing of Alkenstar, Masterwork Tools, Gem of Physical Prowess,

Displayed: Shiny Eye Thing, Quilted Cloth Armor,
Deck: 5 Discard: 2 Buried: 2
Hero Points: 1

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? y


Deck Handler

Off-turn: no activity

Mel's turn
Hour of Shelyn

Stay at Farmhouse
If you would discard an ally, bury it instead.

Discard Dreamcatcher to draw Onymoji from discard

Free explore of Farmhouse #1: Faceless Stalker

Spoiler:
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.

Cannot succeed at the Wis 7.
Cast Life Drain, mindbender, reveal Snake for ability

Combat 12+2=14: 1d12 + 2 + 2d4 + 2 + 1d4 ⇒ (9) + 2 + (4, 3) + 2 + (1) = 21 Success
Heal Card Caster

Discard Bury Onmyoji to explore Farmhouse #2: Goblin Dog

Spoiler:
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.

Reveal Flame Staff, reveal Snake for ability
Combat 9: 1d12 + 2 + 1d4 + 1d4 ⇒ (5) + 2 + (1) + (1) = 9 Success

End turn
Recharge Dreamcatcher: Perception 8: 1d8 + 2 ⇒ (8) + 2 = 10 (At least, I think it went to recovery and all that)
Recharge Life Drain: Arcane 9: 1d12 + 2 ⇒ (7) + 2 = 9
Discard Bury Snake when resetting hand.

Start of Gren's turn, cast Locate Object: Vicious Caltrops

Spoiler:
Item 1
Traits: Object
To Acquire: Dexterity, Fortitude 8

Reveal Spider for ability
Dex 8: 1d8 + 1d4 ⇒ (3) + (4) = 7 So close
Was top card, so shuffle is optional, I suppose.

Recharge Locate Object at end of turn: Arcane 8: 1d12 + 2 ⇒ (10) + 2 = 12

---

Hanging around the homestead, Mel is beset by a pair of monsters. Fighting thru them with magic and mental power, the gobbo finds himself once again invigorated by the challenge.

So much so that his hands shake with too much excitement when trying to gather up some handy caltrops, and he spills them into the mud next to a feeding trough.
Looking around quickly to see if his friends noticed his error, he kicks some more mud over the trinkets to hide them further and walks away, whistling casually.

Meligaster wrote:

Hand: Spiritual Ally, Lightning Bolt (Core), Shield Cloak, Flame Staff (Core), Spider,

Displayed:
Deck: 11 Discard: 2 Buried: 2
Hero Points: 0
Used Accessory Reroll: N
NOTES:
Available Support: Spiritual Ally (free -3 to difficulty of local combat or charisma) is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Peacock, Blessing of the Gods 2, Sage, Psychic Detective, Vampiric Touch, Acadamae Student, Card Caster, Blessing of the Gods 1
Recharged: Dreamcatcher, Life Drain (Core), Locate Object (Core),
Discard Pile: Heavy Crossbow, Bracers of Protection (Core),
Buried Pile: Onmyoji, Snake,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) plus the card's level and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally or defeat a monster, add 2. (□ If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Hour of the Gods

Free explore and encounter Collapsed Ceiling
Kyra discards Blessing of Abadar

Fortitude 8+2: 1d8 + 2 + 2d8 ⇒ (4) + 2 + (1, 8) = 15 Banished!

Discard The Bear to explore and encounter Attic Whisperer
Adowyn and Grenek must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

BYA Wisdom 4: 1d4 ⇒ 2 Discard Swordbreaker as Mental damage
Reveal and discard Vicious Scythe
Combat 10, 10s are 12s: 1d10 + 2 + 1d10 + 1 + 1d10 + 1 ⇒ (10) + 2 + (8) + 1 + (4) + 1 = 26 28. Fully decimated. Banished!

Discard Pit Gladiator. Draw Vicious Scythe and explore and encounter Arch-Lich Kalzaroth.
Guarding is attempted


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Villain fight. After everyone has guarded:

Reveal and discard Vicious Scythe. Reveal Sage's Journal. Sharp Pointy Teeth: Discard Sage's Journal. Don't Call me Bunny: Bury The Bear. Kyra discard's Blessing of Venkelvore. (My hand changed so it's a 97.4% now)
Combat 30, 10s are 12s: 1d10 + 2 + 1d10 + 1 + 1d10 + 1 + 1d4 + 1d4 + 1d8 + 2 + 2d10 ⇒ (1) + 2 + (3) + 1 + (4) + 1 + (3) + (3) + (6) + 2 + (3, 2) = 31 Enough! But wow was that close!!! I could've made it more certain by sending fire damage to Adowyn but Grenek is a gob of principle and wouldn't let that happen. And I guess I display the Shiny Eye Thing


Guarding Shrine of Lamashtu
.
.
.

Recharge Acolyte to add 1d4.
Automatic Success


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Out of turn: Guarding Mill.

Using Runewell's Echo if still available; otherwise using my Alkenstar.

Dex 8 to guard: 1d10 + 2 + 1d12 ⇒ (5) + 2 + (3) = 10

Mill is guarded.


Deck Handler

Guarding Farmhouse

Zombie Giant

Spoiler:
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.

Cast Lightning Bolt, cast Spiritual Ally, reveal Spider, mindbender
Combat 13-3=10: 1d12 + 2 + 3d6 + 1d4 + 2 ⇒ (1) + 2 + (1, 2, 4) + (4) + 2 = 16

Guarded, so we win


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Flavor Addendum to Grenek's turn
Knowing that the Arch-Lich must be close, Grenek clears the path of collapsed trees, finding a strange undead child underneath. It starts to sob, "I'm scared and alo-"
Grenek slices the forlorn creature into pieces with his scythe, "Boneshanks give me headache"

The Arch-Lich Kalzaroth approaches Grenek, commanding with an imperious voice "Enough games, it is time you and your tribe return the eye to its rightful owner..., me."... or that's what he would said if Grenek let him. Without warning Grenek hops at the arch-lich teeth and scythe bared in wicked grins. Within moments there is no longer a eye hole for the eye to return to and the Kalzaroth is no more.


You’ve escaped the wrath of the terrifying Arch-Lich Kalzaroth, and felt the powers he possessed yourselves… but you still have a job to do. Go deal with those ogres, and maybe you can use some of that forbidden knowledge to your advantage. Or just stab them a bunch. That works too.


Scenario Reward
If you have the Shiny Eye Thing displayed next to your deck, choose a type of card other than loot and draw a card of that type with an adventure deck number of 2 from the box.

Adventure Card Guild characters may choose a bonus deck upgrade.

Upgrade Pool
Monkey (Ally 2)
Snake (Ally C)
Spider (Ally B)
Blessing of Abadar (Blessing 2)
Thieves' Tools (Item B)
Sage's journal (Item C)
Potion of Vision (Item B)
Potion of Glibness (Item B)
Crown of Charisma (Item C)
Heavy Crossbow (Weapon B)


2B-2C: MUNCHMEAT FARM
An archway made of broken branches and bleached bones allows passage to the farm. A sign hangs from the arch, its words scrawled onto the wood with what looks like blood. Three severed, maggot-covered goblin heads sit on poles driven into the ground to the left of the gate. A second sign leans against these poles under the heads.

Both signs are written in Common. The one hanging from the arch says, “Trespsrs wil b eatn!” The one near the three goblin heads (which once belonged to the three Birdcruncher chieftains who came before you) reads, “Yous gobluns taste YUM! Send moar gobluns!”

Thankfully, you’re goblins: you don’t read, and goblin heads are pretty common lawn adornments. On to the farm and its goblin-eating ogres and fire-breathing boars!


During This Adventure: Adventure 2B-2: We Be Goblins Too!
•When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
•When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: 2B-2C: MUNCHMEAT FARM
•When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.
•To win the scenario, close all locations.

Additional Rules:

Scenario Cards:

Villain
None
Henchmen
Big Ol' Owly Thing
Spoiler:
Big Ol' Owly Thing
Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Piggy
Spoiler:
Piggy
Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 14 OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from.

Location #1: Alchemical Workshed
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: Dying Garden
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #3: Overturned Boat
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #4: Boneyard
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

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

Location #7: Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: None


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Starting at Overturned Boat

Grenek wrote:

Hand: Swordbreaker, Helm, Crowbar, Pit Gladiator, Reformarium Servant, Blessing of Lady Lastbreath,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Overturned Boat
Hero Points: 2
NOTES:
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (Helm first)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Studded Leather Armor, Potion of Healing, Earthbreaker, Giantbane Greataxe, Vicious Scythe, Beehive, Blessing of Venkelvore, Mighty Gugmuff XXXII, The Bear, War Drum, Xoff
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +0

Favored Card: Melee Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster, you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude.
On a a local check against a monster, you may discard (☐ or recharge) a card to add 1d4 (☐ 1d6) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you.


Deck Handler

Start at Wooden Bridge

Meligaster wrote:

Hand: Locate Object (Core), Acadamae Student, Onmyoji, Fortune-teller, The Peacock, Blessing of the Gods 2,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
Used Accessory Reroll: N
NOTES:
Available Support: Blessings and Student are available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Life Drain (Core), Flame Staff (Core), Blessing of the Gods 1, Psychic Detective, Lightning Bolt (Core), Bracers of Protection (Core), Dreamcatcher, Vampiric Touch, Shield Cloak, Sage, Spiritual Ally
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) plus the card's level and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally or defeat a monster, add 2. (□ If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Also start @ Boat.

Lirianne wrote:

Hand: Toxic Blunderbuss +1, Shock Musket +1, Quilted Cloth Armor, Masterwork Tools, Blessing of the Gods, Blessing of Milani,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? n


Starting Location: Overturned Boat
.
.
.

Kyra wrote:

Hand: Enchant Weapon, Cure (Core), Staff of Minor Healing (Core), Gorum's Iron, Acolyte (Core),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
Acc Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Abadar's Law, Holy Symbol, Chain Mail (Core), Divine Insight, Iomedae's Justice, Soothing Word, Sling (Core), Desna's Freedom, Giantbane Greataxe, Prayer (2), Blessing of Abadar
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, ☐ Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Deck Handler

Boat works for me too.

Adowyn wrote:

Hand: Fox, Cloud Puff, Crow, Archer's Bracers, Aspect of the Monkey, Leryn (Cohort),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Overturned Boat
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Stone Weasel, Bloodscent, Leryn (Ally), Blessing of the Greenfaith, Aspect of the Falcon, Shock Longbow +1, Blessing of Erastil, Wendifisa Spear, Crocodile Skin Armor, Blessing of Gozreh, Runewell's Echo, Nirmathas Longbow
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top cards of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharget the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.


During This Adventure: Adventure 2B-2: We Be Goblins Too!
•When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
•When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: 2B-2C: MUNCHMEAT FARM
•When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.
•To win the scenario, close all locations.

Additional Rules:

Scenario Cards:

Villain
None
Henchmen
Big Ol' Owly Thing
Spoiler:
Big Ol' Owly Thing
Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Piggy
Spoiler:
Piggy
Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 14 OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 2

Turn: 1, Adowyn/Hawkmoon

Random Cards:

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

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

Spoiler:
Bugbear
RotR
Monster C
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

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:
Satyr
RotR
Monster C
Traits:
Basic
Fey
To Defeat:
Dexterity
Acrobatics 9
All damage dealt by the Satyr is Mental damage that may not be reduced.

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

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

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

Spoiler:
Shortbow
RotR
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

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

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

Spoiler:
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.

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:
Mending
RotR
Spell B
Traits:
Arcane
Basic
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
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:
Buckler Gun
None
Armor B
Traits:
Elite
Firearm
Shield
To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
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:
Half-Plate
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Elven 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.

Items
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 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.

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 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:
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.

Allies
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:
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:
Snake
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

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

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

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Nickademus:
Spoiler:
Hourglass Card 1 Kyra/Nickademus
Blessing of Desna
RotR
Blessing C
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 2 Lirianne/wkover:
Spoiler:
Hourglass Card 2 Lirianne/wkover
Blessing of Lady Lastbreath
None
Blessing 2
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
OR Discard your hand
Discard this card to add 2 dice to your check to acquire a weapon, an armor, or an item.
Instead of your move step, recharge this card to draw a card from the discard pile of another character at your location, then move.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Zogmugot trait, recharge this card instead of discarding it.
Hourglass Card 3 Meligaster/Iceman91:
Spoiler:
Hourglass Card 3 Meligaster/Iceman91
Blessing of Venkelvore
None
Blessing 2
Traits:
Divine
Venkelvore
To Acquire:
Wisdom
Divine 5
OR Constitution
Fortitude 9
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Hourglass Card 4 Grenek/NathanDavis:
Spoiler:
Hourglass Card 4 Grenek/NathanDavis
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 5 Adowyn/Hawkmoon
Blessing of Lamashtu
None
Blessing B
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 6 Kyra/Nickademus
Blessing of Iomedae
RotR
Blessing C
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 7 Lirianne/wkover:
Spoiler:
Hourglass Card 7 Lirianne/wkover
Blessing of Hadregash
None
Blessing B
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 5
OR Bury an ally
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 8 Meligaster/Iceman91:
Spoiler:
Hourglass Card 8 Meligaster/Iceman91
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 9 Grenek/NathanDavis:
Spoiler:
Hourglass Card 9 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 10 Adowyn/Hawkmoon
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Hourglass Card 11 Kyra/Nickademus:
Spoiler:
Hourglass Card 11 Kyra/Nickademus
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Lirianne/wkover:
Spoiler:
Hourglass Card 12 Lirianne/wkover
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 13 Meligaster/Iceman91
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 14 Grenek/NathanDavis:
Spoiler:
Hourglass Card 14 Grenek/NathanDavis
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Hourglass Card 15 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 15 Adowyn/Hawkmoon
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 16 Kyra/Nickademus:
Spoiler:
Hourglass Card 16 Kyra/Nickademus
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Lirianne/wkover:
Spoiler:
Hourglass Card 17 Lirianne/wkover
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 18 Meligaster/Iceman91
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 19 Grenek/NathanDavis:
Spoiler:
Hourglass Card 19 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 20 Adowyn/Hawkmoon
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 21 Kyra/Nickademus:
Spoiler:
Hourglass Card 21 Kyra/Nickademus
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 22 Lirianne/wkover:
Spoiler:
Hourglass Card 22 Lirianne/wkover
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Meligaster/Iceman91:
Spoiler:
Hourglass Card 23 Meligaster/Iceman91
Blessing of Bark Breaker
None
Blessing 1
Traits:
Divine
Zarongel
To Acquire:
Wisdom
Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Hourglass Card 24 Grenek/NathanDavis:
Spoiler:
Hourglass Card 24 Grenek/NathanDavis
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 25 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 25 Adowyn/Hawkmoon
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 26 Kyra/Nickademus:
Spoiler:
Hourglass Card 26 Kyra/Nickademus
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 27 Lirianne/wkover:
Spoiler:
Hourglass Card 27 Lirianne/wkover
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 28 Meligaster/Iceman91:
Spoiler:
Hourglass Card 28 Meligaster/Iceman91
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 29 Grenek/NathanDavis:
Spoiler:
Hourglass Card 29 Grenek/NathanDavis
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.

Location #1: Alchemical Workshed
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Alchemical Workshed Card 1:
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.
Alchemical Workshed Card 2:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Alchemical Workshed Card 3:
Boots of Elvenkind
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Alchemical Workshed Card 4:
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.
Alchemical Workshed Card 5:
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.
Alchemical Workshed Card 6:
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.
Alchemical Workshed 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.
Alchemical Workshed 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.
Alchemical Workshed Card 9:
Cauterize
None
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Healing
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d8; a character at your location is dealt 1 Fire damage.
Discard this card and choose a character at your location. That character discards a card, then shuffles 1d4+1 cards from his discard pile into his 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 11 check to recharge this card instead of discarding it.
Alchemical Workshed Card 10:
Lightning Touch
RotR
Spell C
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.

Location #2: Dying Garden
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Dying Garden 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.
Dying Garden Card 2:
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.
Dying Garden Card 3:
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.
Dying Garden Card 4:
Deathbane Shield
RotR
Armor 2
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Dying Garden Card 5:
Shadow
RotR
Monster C
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.
Dying Garden Card 6:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Dying Garden Card 7:
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.
Dying Garden Card 8:
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.
Dying Garden Card 9:
Memory Mud
None
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Wisdom
Survival
Craft 4
Banish this card to add 1d8 to your Intelligence or Wisdom check.
When you fail an Intelligence or Wisdom check, banish this card to reroll the dice; take the new result.
Dying Garden Card 10:
Blessing of Pharasma
RotR
Blessing C
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.

Location #3: Overturned Boat
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Lirianne/wkover, Grenek/NathanDavis, Adowyn/Hawkmoon, Kyra/Nickademus, None
Overturned Boat Card 1:
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.
Overturned Boat Card 2:
Mystic Inscription
RotR
Barrier C
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.
Overturned Boat Card 3:
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.
Overturned Boat Card 4:
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.
Overturned Boat Card 5:
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Overturned Boat Card 6:
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.
Overturned Boat Card 7:
Force Shortbow +1
None
Weapon 1
Traits:
2-Handed
Bow
Elite
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Overturned Boat Card 8:
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.
Overturned Boat Card 9:
Half-Plate
RotR
Armor C
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.
Overturned Boat Card 10:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #4: Boneyard
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Boneyard Card 1:
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.
Boneyard Card 2:
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.
Boneyard Card 3:
Potion of Ghostly Form
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Boneyard Card 4:
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.
Boneyard Card 5:
Siren
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Boneyard Card 6:
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.
Boneyard Card 7:
Deathbane Light Crossbow +1
RotR
Weapon C
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
Boneyard Card 8:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Boneyard 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.
Boneyard Card 10:
Fireblade
None
Spell B
Traits:
Attack
Basic
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.

Location #5: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Farmhouse 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.
Farmhouse Card 2:
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Farmhouse Card 3:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Farmhouse 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.
Farmhouse Card 5:
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.
Farmhouse Card 6:
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.
Farmhouse Card 7:
Dog
RotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Farmhouse Card 8:
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.
Farmhouse Card 9:
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.
Farmhouse Card 10:
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.

Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Warrens Card 1:
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.
Warrens Card 2:
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.
Warrens Card 3:
Javelin of Lightning
None
Weapon 2
Traits:
Elite
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Warrens Card 4:
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.
Warrens Card 5:
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.
Warrens Card 6:
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.
Warrens Card 7:
Potion of Healing
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Warrens Card 8:
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.
Warrens Card 9:
Big Ol' Owly Thing
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrens Card 10:
Spectre
RotR
Monster C
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Location #7: Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: Meligaster/Iceman91, None
Wooden Bridge Card 1:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Wooden Bridge Card 2:
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.
Wooden Bridge Card 3:
Diseased Rats
RotR
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Wooden Bridge Card 4:
Amfibier
None
Ally B
Traits:
Animal
Pet
Owner: Owner: Mogmurch
To Acquire:
Wisdom
Survival 4
Put this card on top of another character's deck to add 1d4 to your Intelligence check.
Discard this card to explore your location.
"Why's this toad not caught on fire?
Mogmurch keeps it off the pyre!"

Wooden Bridge Card 5:
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.
Wooden Bridge Card 6:
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.
Wooden Bridge Card 7:
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.
Wooden Bridge Card 8:
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.
Wooden Bridge Card 9:
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.
Wooden Bridge Card 10:
Crow
RotR
Ally C
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.


Deck Handler

Turn 1: The hour is Blessing of Sarenrae
.
.
.
.

Display Leryn.

Free exploration: Pit Trap
Recharge Fox
Perception 7: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8
Success
Defeated

Exploration from Pit Trap: Mystic Inscription
Pause a second.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Out of turn, bury toxic blunderbuss to avenge MI barrier.

Recharge Tools to defeat barrier.

# spells drawn?: 1d4 ⇒ 2 - Strength + Guidance from random spells list

Lirianne wrote:

Hand: Strength, Shock Musket +1, Guidance, Blessing of the Gods, Blessing of Milani,

Displayed: Quilted Cloth Armor,
Deck: 12 Discard: 0 Buried: 1
Hero Points: 1

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? n


Deck Handler

After that, I'll end my turn.

Adowyn wrote:

Hand: Wendifisa Spear, Aspect of the Monkey, Cloud Puff, Archer's Bracers, Crow,

Displayed: Leryn (Cohort),
Deck: 12 Discard: 0 Buried: 0
Current Location: Overturned Boat
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Stone Weasel, Blessing of Gozreh, Runewell's Echo, Bloodscent, Crocodile Skin Armor, Blessing of the Greenfaith, Nirmathas Longbow, Aspect of the Falcon, Blessing of Erastil, Shock Longbow +1, Leryn (Ally)
Recharged: Fox,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top cards of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharget the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.


During This Adventure: Adventure 2B-2: We Be Goblins Too!
•When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
•When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: 2B-2C: MUNCHMEAT FARM
•When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.
•To win the scenario, close all locations.

Additional Rules:

Scenario Cards:

Villain
None
Henchmen
Big Ol' Owly Thing
Spoiler:
Big Ol' Owly Thing
Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Piggy
Spoiler:
Piggy
Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 14 OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 2

Turn: 2, Kyra/Nickademus

Random Cards:

Monsters
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:
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:
Plague Zombie
RotR
Monster C
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

Barriers
Spoiler:
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.

Spoiler:
Secret Stash
RotR
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom
Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.

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

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

Spoiler:
Tossglove
None
Weapon 2
Traits:
Accessory
Bludgeoning
Elite
Ranged
To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card and a card that has the Poison or Vermin trait to add 1d12 and the Poison trait.

Spoiler:
Sling Staff
None
Weapon B
Traits:
2-Handed
Bludgeoning
Elite
Ranged
Sling
Staff
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.

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.

Spells
Spoiler:
Sleep
RotR
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.

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:
Sanctuary
RotR
Spell C
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:
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:
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.

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

Spoiler:
Buckler Gun
None
Armor B
Traits:
Elite
Firearm
Shield
To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
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:
Doghide Armor
None
Armor B
Traits:
Basic
Light Armor
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

Spoiler:
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:
Ivory Dice
None
Item 2
Traits:
Gambling
Magic
Object
To Acquire:
None
When you encounter this card, roll 1d6. On 1-3, shuffle it into a random open location; on 4-6, acquire it.
When you would fail a check, reveal this card and choose odd or even. Then roll 1d6. If the roll matches your choice, recharge this card to succeed at the check. If the roll does not match, bury 3 cards frm your hand.

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:
Crown of Charisma
RotR
Item C
Traits:
Accessory
Elite
Magic
To Acquire:
Charisma
Diplomacy 5
Reveal this card to add 1 die to your Diplomacy check.
Recharge this card to succeed at your Diplomacy check.

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:
Vicious Caltrops
None
Item 1
Traits:
Object
To Acquire:
Dexterity
Fortitude 8
Banish this card to evade a monster whose highest difficulty to defeat is 20 or lower, or 14 or lower if it is immune to the Mental or Poison trait.
Banish this card to defeat a monster whose highest difficulty to defeat is 12 or lower, or 9 or lower if it is immune to the Mental or Poison trait.

Allies
Spoiler:
Wolverine
None
Ally 1
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

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:
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:
Mighty Gugmuff XXXII
None
Ally 2
Traits:
Goblin
Ranger
To Acquire:
Charisma
Diplomacy 8
OR Recharge a weapon
Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your location deck.

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.

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 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 Achaekek
None
Blessing 2
Traits:
Achaekek
Divine
To Acquire:
Intelligence
Craft 7
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 villain or henchman.
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 Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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 Desna:
Blessing of Desna
RotR
Blessing C
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Hours Remaining: 28

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lirianne/wkover:
Spoiler:
Hourglass Card 1 Lirianne/wkover
Blessing of Lady Lastbreath
None
Blessing 2
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
OR Discard your hand
Discard this card to add 2 dice to your check to acquire a weapon, an armor, or an item.
Instead of your move step, recharge this card to draw a card from the discard pile of another character at your location, then move.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Zogmugot trait, recharge this card instead of discarding it.
Hourglass Card 2 Meligaster/Iceman91:
Spoiler:
Hourglass Card 2 Meligaster/Iceman91
Blessing of Venkelvore
None
Blessing 2
Traits:
Divine
Venkelvore
To Acquire:
Wisdom
Divine 5
OR Constitution
Fortitude 9
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Hourglass Card 3 Grenek/NathanDavis:
Spoiler:
Hourglass Card 3 Grenek/NathanDavis
Blessing of Abadar
RotR
Blessing 2
Traits:
Abadar
Divine
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 4 Adowyn/Hawkmoon
Blessing of Lamashtu
None
Blessing B
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 5 Kyra/Nickademus:
Spoiler:
Hourglass Card 5 Kyra/Nickademus
Blessing of Iomedae
RotR
Blessing C
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 6 Lirianne/wkover:
Spoiler:
Hourglass Card 6 Lirianne/wkover
Blessing of Hadregash
None
Blessing B
Traits:
Divine
Hadregash
To Acquire:
Wisdom
Divine 5
OR Bury an ally
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 7 Meligaster/Iceman91:
Spoiler:
Hourglass Card 7 Meligaster/Iceman91
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 8 Grenek/NathanDavis:
Spoiler:
Hourglass Card 8 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 9 Adowyn/Hawkmoon
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Hourglass Card 10 Kyra/Nickademus:
Spoiler:
Hourglass Card 10 Kyra/Nickademus
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Lirianne/wkover:
Spoiler:
Hourglass Card 11 Lirianne/wkover
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 12 Meligaster/Iceman91
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 13 Grenek/NathanDavis
Blessing of the Gobs
None
Blessing B
Traits:
Basic
Divine
To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Hourglass Card 14 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 14 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 15 Kyra/Nickademus
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Lirianne/wkover:
Spoiler:
Hourglass Card 16 Lirianne/wkover
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 17 Meligaster/Iceman91
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 18 Grenek/NathanDavis:
Spoiler:
Hourglass Card 18 Grenek/NathanDavis
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 19 Adowyn/Hawkmoon
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 20 Kyra/Nickademus:
Spoiler:
Hourglass Card 20 Kyra/Nickademus
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 21 Lirianne/wkover:
Spoiler:
Hourglass Card 21 Lirianne/wkover
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 22 Meligaster/Iceman91:
Spoiler:
Hourglass Card 22 Meligaster/Iceman91
Blessing of Bark Breaker
None
Blessing 1
Traits:
Divine
Zarongel
To Acquire:
Wisdom
Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Hourglass Card 23 Grenek/NathanDavis:
Spoiler:
Hourglass Card 23 Grenek/NathanDavis
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 24 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 24 Adowyn/Hawkmoon
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 25 Kyra/Nickademus
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 26 Lirianne/wkover:
Spoiler:
Hourglass Card 26 Lirianne/wkover
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 27 Meligaster/Iceman91:
Spoiler:
Hourglass Card 27 Meligaster/Iceman91
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 28 Grenek/NathanDavis:
Spoiler:
Hourglass Card 28 Grenek/NathanDavis
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.

Location #1: Alchemical Workshed
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Alchemical Workshed Card 1:
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.
Alchemical Workshed Card 2:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Alchemical Workshed Card 3:
Boots of Elvenkind
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Alchemical Workshed Card 4:
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.
Alchemical Workshed Card 5:
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.
Alchemical Workshed Card 6:
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.
Alchemical Workshed 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.
Alchemical Workshed 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.
Alchemical Workshed Card 9:
Cauterize
None
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Healing
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d8; a character at your location is dealt 1 Fire damage.
Discard this card and choose a character at your location. That character discards a card, then shuffles 1d4+1 cards from his discard pile into his 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 11 check to recharge this card instead of discarding it.
Alchemical Workshed Card 10:
Lightning Touch
RotR
Spell C
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.

Location #2: Dying Garden
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Dying Garden 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.
Dying Garden Card 2:
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.
Dying Garden Card 3:
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.
Dying Garden Card 4:
Deathbane Shield
RotR
Armor 2
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Dying Garden Card 5:
Shadow
RotR
Monster C
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.
Dying Garden Card 6:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Dying Garden Card 7:
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.
Dying Garden Card 8:
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.
Dying Garden Card 9:
Memory Mud
None
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Wisdom
Survival
Craft 4
Banish this card to add 1d8 to your Intelligence or Wisdom check.
When you fail an Intelligence or Wisdom check, banish this card to reroll the dice; take the new result.
Dying Garden Card 10:
Blessing of Pharasma
RotR
Blessing C
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.

Location #3: Overturned Boat
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord from the box.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Lirianne/wkover, Grenek/NathanDavis, Adowyn/Hawkmoon, Kyra/Nickademus, None
Overturned Boat Card 1:
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.
Overturned Boat Card 2:
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.
Overturned Boat Card 3:
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.
Overturned Boat Card 4:
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.
Overturned Boat Card 5:
Force Shortbow +1
None
Weapon 1
Traits:
2-Handed
Bow
Elite
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Overturned Boat Card 6:
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.
Overturned Boat Card 7:
Half-Plate
RotR
Armor C
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.
Overturned Boat Card 8:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #4: Boneyard
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Boneyard Card 1:
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.
Boneyard Card 2:
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.
Boneyard Card 3:
Potion of Ghostly Form
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Boneyard Card 4:
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.
Boneyard Card 5:
Siren
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Boneyard Card 6:
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.
Boneyard Card 7:
Deathbane Light Crossbow +1
RotR
Weapon C
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
Boneyard Card 8:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Boneyard 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.
Boneyard Card 10:
Fireblade
None
Spell B
Traits:
Attack
Basic
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.

Location #5: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Farmhouse 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.
Farmhouse Card 2:
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Farmhouse Card 3:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Farmhouse 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.
Farmhouse Card 5:
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.
Farmhouse Card 6:
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.
Farmhouse Card 7:
Dog
RotR
Ally C
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Farmhouse Card 8:
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.
Farmhouse Card 9:
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.
Farmhouse Card 10:
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.

Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Warrens Card 1:
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.
Warrens Card 2:
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.
Warrens Card 3:
Javelin of Lightning
None
Weapon 2
Traits:
Elite
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Warrens Card 4:
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.
Warrens Card 5:
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.
Warrens Card 6:
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.
Warrens Card 7:
Potion of Healing
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Warrens Card 8:
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.
Warrens Card 9:
Big Ol' Owly Thing
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrens Card 10:
Spectre
RotR
Monster C
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Location #7: Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: Meligaster/Iceman91, None
Wooden Bridge Card 1:
Piggy
None
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Wooden Bridge Card 2:
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.
Wooden Bridge Card 3:
Diseased Rats
RotR
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Wooden Bridge Card 4:
Amfibier
None
Ally B
Traits:
Animal
Pet
Owner: Owner: Mogmurch
To Acquire:
Wisdom
Survival 4
Put this card on top of another character's deck to add 1d4 to your Intelligence check.
Discard this card to explore your location.
"Why's this toad not caught on fire?
Mogmurch keeps it off the pyre!"

Wooden Bridge Card 5:
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.
Wooden Bridge Card 6:
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.
Wooden Bridge Card 7:
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.
Wooden Bridge Card 8:
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.
Wooden Bridge Card 9:
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.
Wooden Bridge Card 10:
Crow
RotR
Ally C
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.


.
.
.
.

-- Kyra's Turn --
Location: Overturned Boat - The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.

On-Turn Actions
Give a Card: Give Enchant Weapon to Adowyn.

Ending Turn
Reset: Drawing one card.

Kyra wrote:

Hand: Cure (Core), Staff of Minor Healing (Core), Gorum's Iron, Acolyte (Core), Divine Insight,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sling (Core), Prayer, Giantbane Greataxe, Holy Symbol, Chain Mail (Core), Abadar's Law, Blessing of Abadar, Desna's Freedom, Iomedae's Justice, Soothing Word, Prayer (2)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Perception: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, ☐ Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Hour: Lady Lastbreath.

The air seems moister than usual. Dank and dreary.

Stay @ Boat and explore, encounter Goblin Warrior. Replaced with monster 1: Bunyip.

A bunyip is what you get when you mix a whale and a snow cone.

Great, now I'm hungry.

Auto-fail BYA, checks increased by 1 for rest of turn.

Combat 10 (9+1) w/ musket: 2d10 + 5 ⇒ (9, 2) + 5 = 16 - defeated

Watery cone defeated!

Reload?: 1d12 ⇒ 6 - no

Discard BoG to explore, encounter Goblin Commando. Replaced by monster 2: Scout.

As the group continues to hunt for treasure in half-sunken vessels, a watchman pops up and peppers the group with arrows.

Asking Adowyn for Cloud Puff to ignore BYA ranged damage.

Adowyn sets up a screen of fungal spores to confuse their assailant.

Combat 11 (8+2+1) w/ musket, buried guidance: 2d10 + 2d8 + 5 ⇒ (5, 5) + (8, 6) + 5 = 29 - defeated

A musket ball between the eyes, and the watchman watches no more.

Discard Milani to explore, encounter Blessing of Abadar.

Asking Mel to recharge Peacock.

Dex 7 (6+1): 2d10 + 2 ⇒ (4, 4) + 2 = 10 - Blessing 2 acquired

Mel waves about a colorful feather. Seems fun, so Leery also takes a turn.

Lirianne wrote:

Hand: Strength, Shock Musket +1, Blessing of Abadar, Laturgesser (Caster), Squishyheals (Leech), Double-Barreled Musket,

Displayed: Quilted Cloth Armor,
Deck: 9 Discard: 2 Buried: 2
Hero Points: 1

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([ ] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? n

Top card of Boat is card 4. Support used: Mel's Peacock blessing (recharged), Adowyn's Cloud Puff. Random monsters 1-2 used.


Deck Handler

Leery's turn: Recharge The Peacock

Cast Locate Object and examine Wooden Bridge: Piggy, Mercenary, Diseased Rats, and Ambifier
Encounter Ambifier, shuffle location
Reveal Student for ability plus mindbender - cannot fail Wis 4

End of Leery's turn
Recharge Locate Object: Arcane 8: 1d12 + 3 ⇒ (3) + 3 = 6 Failure

Mel's turn:
Hour of Venkelvore

End of move step, recharge Fortune-teller and guess boon: 1d10 ⇒ 5 Night Watch
Reveal Student for ability plus mindbender - cannot fail Diplomacy 6

Free explore of Bridge #1d10 ⇒ 1: Piggy
Not going to burn resources on the BA check - suffer 1d4 ⇒ 2 fire damage, discarding Ambifier and Onmyoji

Reveal Night Watch for ability, discard Night Watch for combat ability, recharge Student
Combat 14: 1d12 + 3 + 1d4 + 1d4 + 1d4 ⇒ (7) + 3 + (1) + (3) + (3) = 17 Success
Piggy has animal trait, so it shuffles into 1d6 ⇒ 2 Dying Garden

Close location
Discard BotG (2)
Dex 6: 1d8 + 1d8 ⇒ (3) + (4) = 7 Success

End turn
---

Using his mind-dominating abilities, Mel finds it easy to recruit two new allies to his cause. Now I just need to find a cause! Oh wait, stop ogres from killing fellow gobbos - that sounds like cause.

And what better way to do that, suggests Mel's spiritual advisor, then to take out the big fiery piggy of theirs!
It takes all of his allies, but they are able to send the creature packing, securing the bridge from further trouble.

"How are things on the shipwreck?" Mel calls to his allies on the water below.

Meligaster wrote:

Hand: Vampiric Touch, Lightning Bolt (Core), Life Drain (Core), Shield Cloak, Bracers of Protection (Core), Blessing of the Gods 1,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 0
Used Accessory Reroll: N
NOTES:
Available Support: Blessing is available - copy something good!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Psychic Detective, Spiritual Ally, Flame Staff (Core), Sage, Dreamcatcher
Recharged: The Peacock, Fortune-teller, Acadamae Student,
Discard Pile: Locate Object (Core), Ambifier, Onmyoji, Night Watch, Blessing of the Gods 2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) plus the card's level and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally or defeat a monster, add 2. (□ If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Hour of Abadar

Give Card to Kyra: Crowbar
Instead of move step, recharge Blessing of Last Breath to draw Blessing of the Gods from Lirianne's discards. Then move to the Boneyard.
Free explore and encounter Goblin Pyro. Banished! Summon and encounter Plague Zombie.
Discard Swordbreaker to evade.


Discard Pit Gladiator to draw Swordbreaker, then explore and encounter Standard Bearer

Constitution 7: 1d8 + 3 ⇒ (5) + 3 = 8 Acquired!

Discard Reformarium Servant to explore and encounter Potion of Ghostly Form

Intelligence 4: 1d6 + 1d4 ⇒ (6) + (3) = 9 Acquired!

Discard Standard Bearer to explore and encounter Holy Light

Wisdom 8: 1d4 ⇒ 4 Banished!

End of turn, move back to Overturned Boat

Grenek wrote:

Hand: Swordbreaker, Vicious Scythe, Helm, Potion of Ghostly Form, Blessing of Venkelvore, Blessing of the Gods,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Current Location: Overturned Boat
Hero Points: 2
NOTES:
Available Support: Blessing of Venkelvore: 1d or 2d vs Undead
Potion of Ghostly Form: Local Evade a Barrier
BotG available
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (Helm and Potion of Ghostly Form)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Earthbreaker, Mighty Gugmuff XXXII, Studded Leather Armor, Beehive, The Bear, Xoff, Giantbane Greataxe, War Drum, Potion of Healing
Recharged: Blessing of Lady Lastbreath,
Discard Pile: Pit Gladiator, Reformarium Servant, Standard Bearer (NonCore),
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +0

Favored Card: Melee Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster, you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude.
On a a local check against a monster, you may discard (☐ or recharge) a card to add 1d4 (☐ 1d6) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you.


Grenek steals a bit of luck from Leery and heads to the Boneyard in search of snacks. Another Goblin warns him of a sick zombie to avoid. While there he finds a Standard Bearer and releases him (to be a snack later). The Standardshanks offers him some ghostjuice as a reward.

Grenek comes back to the boat and his party of gobs.

Lirianne: Grenek took your Blessing of the Gods from discard.
Kyra: Given a Crowbar
Boneyard: Banished 1 and 4. Acquired 2-3.


Deck Handler

Recovery on Cloud Puff
Survival 5: 1d8 + 3 ⇒ (8) + 3 = 11
Success

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