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

Game Master Hawkmoon269

Group deck handler


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Deck Handler

Turn 6: The hour is Blessing of Lamashtu
.
.
.
.

Examine the top of Overturned Boat: Blast Stone

Hand Kyra back her Enchant Weapon

Free exploration: Blast Stone
Intelligence 4: 1d6 ⇒ 4
Success
Acquired

Discard Crow to explore: Force Shortbow +1
Ranged 10: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (2) = 16
Success
Acquired

End my turn.
Reload Leryn to examine top 2: Soldier, Half-Plate
Discard Blast Stone

Adowyn wrote:

Hand: Wendifisa Spear, Force Shortbow +1, Aspect of the Monkey, Archer's Bracers, Leryn (Cohort),

Displayed:
Deck: 13 Discard: 2 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): Leryn (Ally), Crocodile Skin Armor, Aspect of the Falcon, Blessing of Erastil, Blessing of Gozreh, Bloodscent, Nirmathas Longbow, Blessing of the Greenfaith, Shock Longbow +1, Runewell's Echo, Stone Weasel
Recharged: Fox, Cloud Puff,
Discard Pile: Crow, Blast Stone,
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: 7, Kyra/Nickademus

Random Cards:

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

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

Spoiler:
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:
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:
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:
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:
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:
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:
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:
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:
Cestus +1
None
Weapon 2
Traits:
Accessory
Bludgeoning
Magic
Melee
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4.
You may treat this card as if it has the Piercing trait instead of the Bludgeoning trait.

Spoiler:
Warhammer
RotR
Weapon C
Traits:
Bludgeoning
Elite
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spoiler:
Fiery Glare
None
Spell 1
Traits:
Arcane
Attack
Divine
Elite
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

Spoiler:
Inflict
RotR
Spell C
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:
Corrosion
None
Spell 1
Traits:
Acid
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead 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 or Divine 9 check to recharge this card instead of discarding it.

Armors
Spoiler:
Shark Skin Armor
None
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
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 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:
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.

Items
Spoiler:
Drums of Haste
None
Item 2
Traits:
Instrument
Magic
To Acquire:
Intelligence
Arcane
Diplomacy 8
After a character at your location moves during her move step, display this card at your location. While displayed, when a character ends her turn, each character at this location may move, and each character at another location may move to this location. At the start of your turn, discard this card.

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

Spoiler:
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:
Amulet of Life
RotR
Item B
Traits:
Accessory
Basic
Magic
To Acquire:
Intelligence
Arcane 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

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.

Allies
Spoiler:
Burglar
RotR
Ally C
Traits:
Basic
Human
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.

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

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

Spoiler:
Blessing of 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.

Current Hour:

Blessing of Iomedae:
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.

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lirianne/wkover:
Spoiler:
Hourglass Card 1 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 2 Meligaster/Iceman91:
Spoiler:
Hourglass Card 2 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 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 Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 8 Grenek/NathanDavis:
Spoiler:
Hourglass Card 8 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 9 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 9 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 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 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 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 15 Kyra/Nickademus:
Spoiler:
Hourglass Card 15 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 16 Lirianne/wkover:
Spoiler:
Hourglass Card 16 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 17 Meligaster/Iceman91:
Spoiler:
Hourglass Card 17 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 18 Grenek/NathanDavis:
Spoiler:
Hourglass Card 18 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 19 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 19 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 20 Kyra/Nickademus:
Spoiler:
Hourglass Card 20 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 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 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 23 Grenek/NathanDavis:
Spoiler:
Hourglass Card 23 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 ?: 2
Located/Displayed Here: None
Dying Garden Card 1:
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 2:
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 3:
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 4:
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 5:
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 6:
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 7:
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 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.
Dying Garden Card 9:
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 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.
Dying Garden Card 11:
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 #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: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lirianne/wkover, Grenek/NathanDavis, Adowyn/Hawkmoon, Kyra/Nickademus, None
Overturned Boat Card 1 (Soldier):
Soldier
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Overturned Boat Card 2 (Half-Plate):
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 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.

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: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Boneyard Card 1:
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 2:
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 3:
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 4:
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 5:
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 6:
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
Closed
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meligaster/Iceman91, None


.
.
.
.

-- 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
Recharge Staff of Minor Healing to heal Grenek a card.

Free Exploration: Soldier
Reveal and recharge Crowbar to add 2d8.
Melee 8: 3d8 + 2 ⇒ (2, 5, 8) + 2 = 17
Success
Soldier is acquired.

Discard Acolyte to Explore: Half-Plate
Fortitude 4: 1d6 + 2 ⇒ (5) + 2 = 7
Success
Half-Plate is acquired.

Display Half-Plate (I really don't know these rules...)

Ending Turn
End of Turn: Recharge Enchant Weapon to heal Grenek a card.

Actions Still Needed:
Grenek heals 2 cards.

Kyra wrote:

Hand: Cure (Core), Gorum's Iron, Divine Insight, Soldier, Half-Plate,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soothing Word, Desna's Freedom, Abadar's Law, Holy Symbol, Blessing of Abadar, Giantbane Greataxe, Prayer (2), Chain Mail (Core), Iomedae's Justice, Prayer, Sling (Core)
Recharged: Staff of Minor Healing (Core), Crowbar (Core), Enchant Weapon,
Discard Pile: Acolyte (Core),
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: Hadregash.

Leery is pig-hunting, so logically she checks the Boathouse. When that doesn't pan out, she moves to the farm instead.

Move to Farm, encounter Boots of Elvenkind.

Dex 5: 1d10 + 2 ⇒ (4) + 2 = 6 - boots acquired

Some boots are made for eating, others for tossing. These smell funny, so the sharpshooter isn't sure what to do with them.

Soup?

Discard Abadar to explore, encounter Shadow.

A wisp of evil guarded the boots, turns out.

Combat 13 w/ musket, buried other musket: 2d10 + 2d8 + 5 ⇒ (3, 10) + (7, 3) + 5 = 28 - defeated

Boot-wisp defeated!

Recharge Caster to look at bottom 2 cards of Boneyard: Sneak, Fireblade.

Recharge Squishy to heal.

# cards healed?: 1d4 - 1 ⇒ (4) - 1 = 3 - full heal

Lirianne wrote:

Hand: Strength, Shock Musket +1, Boots of Elvenkind, Blessing of Abadar, Blessing of Alkenstar, Gem of Physical Prowess,

Displayed: Quilted Cloth Armor,
Deck: 10 Discard: 0 Buried: 3
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

Bottom 2 cards of Boneyard are Sneak, Fireblade.


Deck Handler

Off-turn: no activity

Mel's turn
Hour of Desna

Move to Alchemical Workshed
After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.

Free explore of Workshed #1: Pit of Malfeshnekor

Spoiler:
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.

Three items: Drums of Haste, Potion of Glibness, Crown of Charisma
Choose Drums, take 1d4 + 1 ⇒ (4) + 1 = 5 fire damage - recharge shield cloak and bracers, discard Drums

End turn
---

Mel moves off the bridge and towards the waterfront, but his attention is diverted by shady-looking figure offering trinkets by the workhouse along the way.
Scoffing at the peddler at first, Mel quickly realizes that whomever he is, he's actually offering a legitimate prize. Soon as he takes hold of the drums, however, there is an explosion and he is forced to throw up his cloak in defense. When the smoke clears, the figure is nowhere to be seen.
The drum, on the other hand, is safely stowed in Mel's pack.

Meligaster wrote:

Hand: Vampiric Touch, Lightning Bolt (Core), Life Drain (Core), Sage, Dreamcatcher, 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)
Recharged: The Peacock, Fortune-teller, Acadamae Student, Shield Cloak, Bracers of Protection (Core),
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

Off turn, heal Reformarium Servant and Standard Bearer
Hour of the Gods

Give card to Kyra: Potion of Ghostly Form
Move to Boneyard. Free explore and encounter Siren.
Sharp Pointy Teeth: Discard Helm. Don't Call Me Bunny: Bury Helm.

Wisdom 8: 1d4 + 1d4 + 1d8 + 3 ⇒ (4) + (1) + (8) + 3 = 16 Banished!

Discard Blessing of Venkelvore and recharge The Bear to explore and encounter Shopkeeper's Daughter
Banish Kyra's Divine Insight to Recovery

Wisdom 8: 1d4 + 2d6 ⇒ (2) + (6, 4) = 12 Banished!

Automatically explore and encounter Deathbane Light Crossbow +1

Dexterity 10: 1d6 ⇒ 1 Banished!

End of turn, move to Overturned Boat

Grenek wrote:

Hand: Swordbreaker, Vicious Scythe, Earthbreaker, Beehive, Xoff, Blessing of the Gods,

Displayed:
Deck: 9 Discard: 2 Buried: 1
Current Location: Overturned Boat
Hero Points: 2
NOTES:
Available Support: Earthbreaker: Local Lock or Obstacle Barrier 1d6
Beehive: add 1d4 and Poison trait to combat
BotG available
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (Beehive and Swordbreaker)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Reformarium Servant, Standard Bearer (NonCore), Potion of Healing, War Drum, Giantbane Greataxe, Mighty Gugmuff XXXII, Blessing of Lady Lastbreath, Studded Leather Armor
Recharged: The Bear,
Discard Pile: Blessing of Venkelvore, Pit Gladiator,
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 hands a Kyra some ghostjuice and runs out to the Boneyard for snacks. He finds hauntingly beautiful remains of siren's spirit inhabiting a shopkeeper's daughter. He pulls the spirit out of her and swallows the siren spirit in one swift gulp. Now that's ghostjuice!

The Shopkeeper's Daughter freaks out, finding herself suddenly in a boneyard with a goblin in rabbit fur. Thankfully some of Kyra's magic lets Grenek know how strange this would be so he quickly runs away...breaking pretty crossbow along the way.

Back to the Boat!

Kyra: Given Potion of Ghostly Form. Banished to Recovery Divine Insight
Boneyard: Banish 1-3


.
.
.
.

Off-Turn Recovery:
Divine Insight
Divine 8: 1d10 + 4 ⇒ (7) + 4 = 11
Success


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: 12, Kyra/Nickademus

Random Cards:

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

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

Spoiler:
Sneak
RotR
Monster C
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:
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.

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

Spoiler:
Falling Bell
RotR
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

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

Spoiler:
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.

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:
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:
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:
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 B
Traits:
Basic
Divine
Magic
Mental
To Acquire:
Wisdom
Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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


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

Spoiler:
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:
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.

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

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

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

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

Spoiler:
Turtle
None
Ally B
Traits:
Animal
Aquatic
Basic
To Acquire:
Wisdom
Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 18

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 Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 3 Grenek/NathanDavis:
Spoiler:
Hourglass Card 3 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 4 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 4 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 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 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 Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 10 Kyra/Nickademus:
Spoiler:
Hourglass Card 10 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 11 Lirianne/wkover:
Spoiler:
Hourglass Card 11 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 12 Meligaster/Iceman91:
Spoiler:
Hourglass Card 12 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 13 Grenek/NathanDavis:
Spoiler:
Hourglass Card 13 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 14 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 14 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 15 Kyra/Nickademus:
Spoiler:
Hourglass Card 15 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 16 Lirianne/wkover:
Spoiler:
Hourglass Card 16 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 17 Meligaster/Iceman91:
Spoiler:
Hourglass Card 17 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 18 Grenek/NathanDavis:
Spoiler:
Hourglass Card 18 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: 2 W: 1 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meligaster/Iceman91, None

Alchemical Workshed 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.
Alchemical Workshed Card 2:
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 3:
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 4:
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 5:
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 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.
Alchemical Workshed Card 7:
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 8:
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 9:
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 ?: 2
Located/Displayed Here: None
Dying Garden Card 1:
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 2:
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 3:
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 4:
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 5:
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 6:
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 7:
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 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.
Dying Garden Card 9:
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 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.
Dying Garden Card 11:
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 #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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grenek/NathanDavis, Kyra/Nickademus, None
Overturned Boat Card 1 (Piggy):
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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Adowyn/Hawkmoon, 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: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lirianne/wkover, None

Farmhouse 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.
Farmhouse Card 2:
Goblin Cutpurse
RotR
Monster 1
Traits:
Basic
Goblin
Rogue
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Farmhouse Card 3:
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 4:
Potion of Healing
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Farmhouse Card 5:
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 6:
Locked Passage
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Farmhouse Card 7:
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 8:
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
Closed
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: 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.


Deck Handler

Turn 11: The hour is Blessing of the Gods.
.
.
.
.

Start of my turn, examine: Piggy.

Move to Boneyard.

Free exploration: Piggy
BA: Display Aspect of the Monkey, I'd like a blessing from someone
Dexterity 9: 1d10 + 1 + 1d6 + 1d10 ⇒ (1) + 1 + (5) + (10) = 17
Success
Force Shortbow +1, Aspect of the Monkey, Archer's Bracers
Combat 14: 1d10 + 4 + 1d6 + 1 + 1d6 + 2 ⇒ (10) + 4 + (2) + 1 + (2) + 2 = 21
Success
Defeated
Random Unoccupied Location: 1d3 ⇒ 3
Wooden Bridge

Attempting to close...
Divine 8: 1d8 + 3 ⇒ (1) + 3 = 4
Reroll
Divine 8: 1d8 + 3 ⇒ (7) + 3 = 10
Success
Closed

Ending my turn.
Recovery
Divine 9: 1d8 + 3 ⇒ (1) + 3 = 4
Failed
Discarded

Adowyn wrote:

Hand: Wendifisa Spear, Force Shortbow +1, Bloodscent, Archer's Bracers, Leryn (Ally),

Displayed: Leryn (Cohort),
Deck: 11 Discard: 3 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): Nirmathas Longbow, Crocodile Skin Armor, Blessing of Gozreh, Stone Weasel, Aspect of the Falcon, Runewell's Echo, Shock Longbow +1, Blessing of Erastil, Blessing of the Greenfaith
Recharged: Fox, Cloud Puff,
Discard Pile: Crow, Blast Stone, Aspect of the 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.


.
.
.
.

-- 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
Move Step: Moving to Alchemical Workshed.
Location: Alchemical Workshed - After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.

Banish Cure to heal Meligaster 1d4 + 1 ⇒ (3) + 1 = 4 cards.

Free Exploration: Piggy
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
Automatic Failure
Bury Half-Plate.
Recharge Gorum's Iron. Recharge Soldier.
Combat 14: 2d8 + 1d4 + 2 ⇒ (6, 3) + (3) + 2 = 14
Success
Piggy is banished.

Closing Location: Succeed at an Intelligence or Craft 7 check.
Asking Lirianne to use Blessing of Alkenstar to add 1d10.
Intelligence 7: 1d6 + 1d10 ⇒ (4) + (2) = 6
Acc reroll the d10 4 + 1d10 ⇒ 4 + (8) = 12
Success
Blessing of Alkenstar recharged.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
Potion of Fortitude is acquired.

Ending Turn
Recovery:
Cure
Divine 8: 1d10 + 4 ⇒ (1) + 4 = 5
Failure
Reset: Drawing three cards.

Random Cards Used: Item 1 (Potion of Fortitude acquired)
Party Resources Expended: Blessing of Alkenstar from Lirianne recharged.
Actions Still Needed:
Meligaster heals 4 cards and must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

Kyra wrote:

Hand: Potion of Ghostly Form, Potion of Fortitude, Iomedae's Justice, Holy Symbol, Giantbane Greataxe,

Displayed:
Deck: 14 Discard: 2 Buried: 1
Hero Points: 1
Acc Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Sling (Core), Prayer, Desna's Freedom, Abadar's Law, Chain Mail (Core), Soothing Word, Prayer (2)
Recharged: Staff of Minor Healing (Core), Crowbar (Core), Enchant Weapon, Divine Insight, Gorum's Iron, Soldier,
Discard Pile: Acolyte (Core), Cure (Core),
Buried Pile: Half-Plate,

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

Out of turn: Recharging Alkenstar for Kyra.

Hour: BoG.

Stay @ Farmhouse, encounter Piggy henchman.

A tough squealmaster barrels down on Leery, force her to dodge and quick-draw.

Dex 9 w/ my blessing: 2d10 + 2 ⇒ (1, 4) + 2 = 7 - Paizo reroll 1st d10

Dex 9 w/ my blessing: 1d10 + 6 ⇒ (7) + 6 = 13 - success, no damage

Combat 14 w/ musket, buried spell: 2d10 + 2d8 + 5 ⇒ (9, 4) + (1, 8) + 5 = 27 - Piggy defeated

It isn't easy to bring a musket to bear on a hastily approaching pork chop, but with enough hunger anything is possible.

Random monster to close: Faceless Stalker.

Wis 7 BYA: 1d8 ⇒ 3 - fail, difficulty increased

Combat 14 (12+2) w/ musket, buried boots: 2d10 + 2d8 + 5 ⇒ (10, 6) + (2, 5) + 5 = 28 - defeated, location closed

Earlier, Leery found a face beside the road. Now she knows who it belonged to.

Lirianne wrote:

Hand: Crowbar (Core), Shock Musket +1, Snak for Latur (Mouse), Blessing of the Gods 2, Laturgesser (Caster), Gem of Physical Prowess,

Displayed: Quilted Cloth Armor,
Deck: 8 Discard: 0 Buried: 5
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

Farmhouse closed.

Where did my Piggy go?: 1d3 ⇒ 2 - Warrens.


Piggy: 1d3 ⇒ 3


Deck Handler

Kyra's turn:
Heal 4 - Ambifier, Blessing of the Gods (2), Locate Object, and Onmyoji

Then BYA check, discarding my BotG (1):
Dex 9: 1d8 + 1d8 ⇒ (1) + (2) = 3 Uhhh, no.
Take 1d4 ⇒ 1 fire damage, discarding Lightning Bolt.


Deck Handler

Mel's turn
Hour of Lamashtu

Move to Dying Garden
Add 1d6 to your checks against banes that have the Plant trait.

Use Dreamcatcher to return Night Watch to hand.

Free explore of Gardens #1: Shadow
Cast Life Drain, reveal Sage, mindbender
Combat 13: 1d12 + 3 + 2d4 + 1d4 + 2 ⇒ (10) + 3 + (4, 2) + (2) + 2 = 23 Success
Heal BotG

Discard Night Watch to explore Gardens #2: Zombie
Cast Vampiric Touch, reveal Sage
Combat 9: 1d12 + 3 + 2d6 + 1d4 ⇒ (5) + 3 + (5, 3) + (1) = 17 Success
Heal Lightning Bolt

End turn
Recharge Life Drain: Arcane 9: 1d12 + 3 ⇒ (11) + 3 = 14 Success
Recharge Dreamcatcher: Perception 8: 1d8 + 2 ⇒ (8) + 2 = 10 Success
Recharge Vampiric Touch: Arcane 11: 1d12 + 3 ⇒ (7) + 3 = 10 Failure

---

Seeing one flamebreathing pig after another assault his gobbo friends, Mel decides the gardens seem like a nice spot to relax and take a breather.
He lets out an incredibly loud sigh when, moments after he found a nice patch of grass to sit on and stretch his toes, a pair of undead claw their way out of the ground nearby.

Bringing his magic to bear once again, aided as always by his trusty advisor (the lass knows how to read!), he makes short work of the pair and goes back to making cute little fists with his feet in the brown grass.

Meligaster wrote:

Hand: Lightning Bolt (Core), Shield Cloak, Bracers of Protection (Core), Acadamae Student, Sage, The Peacock,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 0
Used Accessory Reroll: N
NOTES:
Available Support: Blessing and Student are available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Locate Object (Core), Spiritual Ally, Fortune-teller, Blessing of the Gods 2, Onmyoji, Ambifier, Flame Staff (Core), Psychic Detective, Blessing of the Gods 1
Recharged: Life Drain (Core), Dreamcatcher,
Discard Pile: Night Watch, Vampiric Touch,
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.


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: 15, Grenek/NathanDavis

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

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

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

Spoiler:
Skeleton Horde
RotR
Barrier 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:
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:
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.

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

Spoiler:
Greatsword
RotR
Weapon C
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Dogslicer +1
None
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:
Flaming Heavy Pick +1
None
Weapon 1
Traits:
Elite
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

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

Spells
Spoiler:
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:
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:
Aid
RotR
Spell B
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
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 B
Traits:
Basic
Divine
Magic
Mental
To Acquire:
Wisdom
Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
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:
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:
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 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:
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.

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

Spoiler:
Potion of Beast Skin
None
Item B
Traits:
Alchemical
Basic
Liquid
To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

Allies
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:
Saber-Toothed Tiger
RotR
Ally C
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.

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

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

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

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

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

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

Current Hour:

Blessing of the Gobs:
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.

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 1 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 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 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 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 Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 7 Kyra/Nickademus:
Spoiler:
Hourglass Card 7 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 8 Lirianne/wkover:
Spoiler:
Hourglass Card 8 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 9 Meligaster/Iceman91:
Spoiler:
Hourglass Card 9 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 10 Grenek/NathanDavis:
Spoiler:
Hourglass Card 10 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 11 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 11 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 12 Kyra/Nickademus:
Spoiler:
Hourglass Card 12 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 13 Lirianne/wkover:
Spoiler:
Hourglass Card 13 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 14 Meligaster/Iceman91:
Spoiler:
Hourglass Card 14 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 15 Grenek/NathanDavis:
Spoiler:
Hourglass Card 15 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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kyra/Nickademus, 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: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Meligaster/Iceman91, None

Dying Garden Card 1:
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 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.
Dying Garden Card 3:
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 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:
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 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:
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.
Dying Garden Card 9:
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 #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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grenek/NathanDavis, None
Overturned Boat Card 1 (Piggy):
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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Adowyn/Hawkmoon, None

Location #5: Farmhouse
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 #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: 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:
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.
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:
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 5:
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 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:
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 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:
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.
Warrens Card 10:
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 11:
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.

Location #7: Wooden Bridge
Closed
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: 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:
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.


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

Off turn, discard Blessing of the Gods
Hour of the Gobs

Free explore and encounter Piggy
BYA - Sharp Pointy Teeth: Discard Beehive. Don't Call Me Bunny: Bury Blessing of Venkelvore

BYA Dexterity 9: 1d6 + 1d4 + 1d8 + 3 ⇒ (3) + (2) + (4) + 3 = 12
Reveal and discard Vicious Scythe
Combat 14, 10s count as 12s: 1d10 + 2 + 2d10 + 2 ⇒ (10) + 2 + (3, 9) + 2 = 26
Attempt to Close, Don't Call Me Bunny: Bury Blessing of the Gods
Strength 8: 1d10 + 1d8 + 3 ⇒ (7) + (7) + 3 = 17
Closed!
Piggy shuffles into Warrens or Wooden Bridge: 1d2 ⇒ 1 Piggy in the Warrens
Draw Squealy Nord
Display Squealy Nord

End of turn: Squealy Nord: Recharge Swordbreaker to move to Alchemical Workshed
End of turn: Grenek Hop: Move Kyra and Grenek to Warrens

Grenek wrote:

Hand: Giantbane Greataxe, Earthbreaker, Potion of Healing, Mighty Gugmuff XXXII, Xoff, Reformarium Servant,

Displayed: Squealy Nord ,
Deck: 6 Discard: 3 Buried: 3
Current Location: Warrens
Hero Points: 2
NOTES:
Available Support: Earthbreaker: Local Lock or Obstacle Barrier 1d6

Potion of Healing: Heal 1d4 cards

Mighty Gugmuff XXXII: Local - Recharge to add 1d4 + 1 to Combat
Other: Local Check Against Monster: Discard to add 1d4 Pierce.

Per Adventure Rule: If we run into something like that does damage to all of us, start with me. I'll give Reformarium Servant to a randomly player. Then that player can take damage to do the same until it goes to someone that already took damage.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Lady Lastbreath, Standard Bearer (NonCore), War Drum, Studded Leather Armor
Recharged: The Bear, Swordbreaker,
Discard Pile: Vicious Scythe, Pit Gladiator, Beehive,
Buried Pile: Helm, Blessing of Venkelvore, Blessing of the Gods,

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 hack at the Piggy with a mighty swing of his Vicious Scythe. Grenek throws the boat over to give chase and discovers the mighty beast, Squealy Nord! He jumps upon the noble steed and grabs Kyra out of the rubble of the Alchemical Workshed and rides into the Warrens. The game is on!

Kyra: is moved with Grenek to Warrens (Able to give card any potion detritus she wishes)
Overturned Boat: Closed
Warrens: Piggy from Overturned Boat shuffled in.


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: 16, Adowyn/Hawkmoon

Random Cards:

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

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

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

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

Barriers
Spoiler:
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:
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:
Locked Passage
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Spoiler:
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.

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

Spoiler:
Longsword
RotR
Weapon B
Traits:
Basic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

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

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

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

Spoiler:
Magic Half-Plate
RotR
Armor 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:
Stalking Armor
None
Armor B
Traits:
Basic
Light Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

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

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

Spoiler:
Potion of 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:
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.

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

Spoiler:
Reformarium Servant
None
Ally B
Traits:
Basic
Goblin
Hireling
Spy
To Acquire:
Charisma
Diplomacy 8
OR Discard a card
Reveal this card and discard another card to add 1d4 to your check.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire.

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:
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:
Frog
None
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

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

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

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

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

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Nickademus:
Spoiler:
Hourglass Card 1 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 2 Lirianne/wkover:
Spoiler:
Hourglass Card 2 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 3 Meligaster/Iceman91:
Spoiler:
Hourglass Card 3 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 4 Grenek/NathanDavis:
Spoiler:
Hourglass Card 4 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 5 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 5 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 6 Kyra/Nickademus:
Spoiler:
Hourglass Card 6 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 7 Lirianne/wkover:
Spoiler:
Hourglass Card 7 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 8 Meligaster/Iceman91:
Spoiler:
Hourglass Card 8 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 9 Grenek/NathanDavis:
Spoiler:
Hourglass Card 9 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 10 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 10 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 11 Kyra/Nickademus:
Spoiler:
Hourglass Card 11 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 12 Lirianne/wkover:
Spoiler:
Hourglass Card 12 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 13 Meligaster/Iceman91:
Spoiler:
Hourglass Card 13 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 14 Grenek/NathanDavis:
Spoiler:
Hourglass Card 14 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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Meligaster/Iceman91, None

Dying Garden Card 1:
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 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.
Dying Garden Card 3:
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 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:
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 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:
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.
Dying Garden Card 9:
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 #3: Overturned Boat
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Boneyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Adowyn/Hawkmoon, None

Location #5: Farmhouse
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 #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 ?: 3
Located/Displayed Here: Grenek/NathanDavis, Kyra/Nickademus, 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:
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 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.
Warrens Card 4:
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 5:
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 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.
Warrens Card 7:
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 8:
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.
Warrens Card 9:
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 10:
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 11:
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 12:
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.

Location #7: Wooden Bridge
Closed
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: 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:
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.


Deck Handler

Turn 16: The hour is Blessing of Erastil
.
.
.

Adowyn moves to the Dying Garden

Free exploration: Quarterstaff
Strength: 0 = 0
Failed
Banished

Discard Leryn to explore: Cultist
Force Shortbow +1, Archer's Bracers, Used Leryn to explore
Combat 9: 1d10 + 4 + 1d6 + 1 + 2 + 1d8 ⇒ (6) + 4 + (5) + 1 + 2 + (8) = 26
Success
Defeated
Examine top of my deck: Blessing of Erastil

Reload Leryn to examine top 2 of location: Skeleton Horde, Deathbane Shield

Ending my turn

Adowyn wrote:

Hand: Wendifisa Spear, Force Shortbow +1, Bloodscent, Archer's Bracers, Leryn (Cohort),

Displayed:
Deck: 11 Discard: 4 Buried: 0
Current Location: Dying Garden
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded: Blessing of Erastil,
Middle of Deck (Unknown Order): Nirmathas Longbow, Shock Longbow +1, Aspect of the Falcon, Runewell's Echo, Stone Weasel, Blessing of Gozreh, Blessing of the Greenfaith, Crocodile Skin Armor
Recharged: Fox, Cloud Puff,
Discard Pile: Crow, Blast Stone, Aspect of the Monkey, Leryn (Ally),
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: 17, Kyra/Nickademus

Random Cards:

Monsters
Spoiler:
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.

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

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

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.

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

Spoiler:
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:
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:
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:
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.

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

Spoiler:
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.

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

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

Spells
Spoiler:
Inflict
RotR
Spell C
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:
Toxic Cloud
RotR
Spell 2
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Corrosion
None
Spell 1
Traits:
Acid
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead 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 or Divine 9 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:
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:
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:
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:
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:
Hide Armor of Fire Resistance
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
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.

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

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

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

Blessings
Spoiler:
Blessing of 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.

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

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

Current Hour:

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

Hours Remaining: 13

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 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 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 5 Kyra/Nickademus:
Spoiler:
Hourglass Card 5 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 6 Lirianne/wkover:
Spoiler:
Hourglass Card 6 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 7 Meligaster/Iceman91:
Spoiler:
Hourglass Card 7 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 8 Grenek/NathanDavis:
Spoiler:
Hourglass Card 8 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 9 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 9 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 10 Kyra/Nickademus:
Spoiler:
Hourglass Card 10 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 11 Lirianne/wkover:
Spoiler:
Hourglass Card 11 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 12 Meligaster/Iceman91:
Spoiler:
Hourglass Card 12 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 13 Grenek/NathanDavis:
Spoiler:
Hourglass Card 13 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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Meligaster/Iceman91, Adowyn/Hawkmoon, None

Dying Garden Card 1 (Skeleton Horde):
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 2 (Deathbane Shield):
Deathbane Shield
RotR
Armor 2
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Dying Garden Card 3:
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 4:
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 5:
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 6:
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.
Dying Garden Card 7:
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 #3: Overturned Boat
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Location #5: Farmhouse
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 #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 ?: 3
Located/Displayed Here: Grenek/NathanDavis, Kyra/Nickademus, 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:
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 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.
Warrens Card 4:
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 5:
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 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.
Warrens Card 7:
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 8:
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.
Warrens Card 9:
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 10:
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 11:
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 12:
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.

Location #7: Wooden Bridge
Closed
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: 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:
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.


.
.
.
.

-- Kyra's Turn --
Location: Warrens - When you encounter a monster, put a random monster from the box on top of another random open location deck.

On-Turn Actions
Give a Card: Give Potion of Fortitude to Grenek.

Free Exploration: Archer
Diplomacy 6: 1d8 + 1 ⇒ (3) + 1 = 4
Failure
Archer is banished.

Ending Turn
End of Turn: Recharge Holy Symbol, Iomedae's Justice to heal 2 cards.
Acolyte, Cure are healed.
Reset: Drawing three cards.

Kyra wrote:

Hand: Potion of Ghostly Form, Giantbane Greataxe, Abadar's Law, Iomedae's Justice, Divine Insight,

Displayed:
Deck: 15 Discard: 0 Buried: 1
Hero Points: 1
Acc Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soothing Word, Desna's Freedom, Prayer (2), Prayer, Enchant Weapon, Cure (Core), Crowbar (Core), Sling (Core), Staff of Minor Healing (Core), Gorum's Iron, Holy Symbol, Blessing of Abadar, Acolyte (Core), Soldier, Chain Mail (Core)
Recharged:
Discard Pile:
Buried Pile: Half-Plate,

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

A steady stream of opponents pours out of the warrens - in the wrong direction.

The Pathfinders scratch their heads, wondering at their dumb luck.

Move to Warrens, encounter Force Missile.

Int 4: 1d8 ⇒ 8 - acquired

One drops a scroll, which Leery snatches up. But only because she mistakes it for flatbread.

Discard gesser to explore, encounter Piggy. From Warrens effect, a random monster is put on top of Gardens.

Kyra, Grenek have to do Piggy BYA.

Dex 9 BYA: 1d10 + 2 ⇒ (6) + 2 = 8 - fail

Fire damage?: 1d4 ⇒ 4 - bury armor to block

The last in line out of the stronghold is a spicy oinker.

Combat 14 w/ buried missile, caster bonus: 2d10 + 2d8 + 5 + 1d4 ⇒ (7, 5) + (1, 4) + 5 + (4) = 26 - hamhock defeated

The sharpshooter sheds her armor after a searing, then puts a musket shot through the piggy's dark heart.

Hopefully she didn't spoil the flavor!

Dex 6 to close w/ my BoG: 2d10 + 2 ⇒ (8, 1) + 2 = 11 - Warrens closed

Lirianne wrote:

Hand: Crowbar (Core), Shock Musket +1, Snak for Latur (Mouse), More-Grabs (Quartermaster), Squishyheals (Leech), Gem of Physical Prowess,

Displayed:
Deck: 6 Discard: 2 Buried: 7
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

Grenek, Kyra have to do Piggy BYA check. Gardens has random monster on top. Warrens is closed.

Where does Piggy end up?: 1d5 ⇒ 3 - Boneyard


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

Off turn: is given Potion of Fortitude

BYA Piggy: Sharp Pointy Teeth: Discard Potion of Fortitude. Don't Call Me Bunny: Bury Beehive

Dexterity 9: 1d6 + 1d4 + 1d8 + 3 ⇒ (1) + (1) + (1) + 3 = 6 Wow!
Fire Damage: 1d4 ⇒ 3
First point of damage: Give Xoff to a random character
Who? Turn order, starting with Adowyn: 1d4 ⇒ 2 Xoff given to Kyra
2 more Fire Damage: Discard Earthbreaker and Reformarium Servant

Banish Potion of Healing

Heal Cards: 1d4 ⇒ 3
Pit Gladiator, Vicious Scythe and Earthbreaker

Grenek wrote:

Hand: Giantbane Greataxe, Mighty Gugmuff XXXII,

Displayed: Squealy Nord ,
Deck: 9 Discard: 2 Buried: 4
Current Location: Warrens
Hero Points: 2
NOTES:
Available Support: Mighty Gugmuff XXXII: Local - Recharge to add 1d4 + 1 to Combat
Other: Local Check Against Monster: Discard to add 1d4 Pierce.

Per Adventure Rule: If we run into something like that does damage to all of us, start with me. I'll give Mighty Gugmuff XXXII to a randomly player. Then that player can take damage to do the same until it goes to someone that already took damage.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Earthbreaker, Swordbreaker, Studded Leather Armor, The Bear, Standard Bearer (NonCore), Pit Gladiator, War Drum, Blessing of Lady Lastbreath, Vicious Scythe
Recharged:
Discard Pile: Reformarium Servant, Potion of Fortitude,
Buried Pile: Helm, Blessing of Venkelvore, Blessing of the Gods, Beehive,

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.


.
.
.
.

Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
Automatic Failure
Suffer 1d4 ⇒ 1 Fire damage.
Give Xoff to 1d4 ⇒ 2 Meligaster.


Deck Handler

Leery's turn: given Xoff by Kyra

Lem's turn
Hour of Shelyn

Stay at Dying Garden
Add 1d6 to your checks against banes that have the Plant trait.

Give Xoff to Adowyn

Free explore of Garden #1: Attic Whisperer

Spoiler:
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.

BA Check: Recharge The Peacock
Wis 4: 1d4 + 1d4 ⇒ (2) + (3) = 5 Success

Cast Lightning Bolt, reveal Sage for ability, mindbender - cannot fail a combat 10 on 5 dice +5

End turn
Recharge Lightning Bolt, recharging Student: Arcane 10: 1d12 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12

On Grenek's turn, cannot fail combat 8 to defeat the Ancient Skeleton
Flame staff, reveal Sage, and mindbender is 3 dice +5

Meligaster wrote:

Hand: Shield Cloak, Flame Staff (Core), Bracers of Protection (Core), Psychic Detective, Sage, Blessing of the Gods 1,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 0
Used Accessory Reroll: N
NOTES:
Available Support: Blessing is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fortune-teller, Spiritual Ally, Blessing of the Gods 2, Locate Object (Core), Onmyoji, Ambifier
Recharged: Life Drain (Core), Dreamcatcher, The Peacock, Acadamae Student, Lightning Bolt (Core),
Discard Pile: Night Watch, Vampiric Touch,
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

Attic Whisper
Wisdom 4: 1d8 + 1 ⇒ (1) + 1 = 2
Failed.
1 Mental damage: Discard Wendifisa Spear

Adowyn wrote:

Hand: Force Shortbow +1, Bloodscent, Archer's Bracers,

Displayed: Leryn (Cohort),
Deck: 11 Discard: 5 Buried: 0
Current Location: Dying Garden
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded: Blessing of Erastil,
Middle of Deck (Unknown Order): Shock Longbow +1, Runewell's Echo, Nirmathas Longbow, Stone Weasel, Aspect of the Falcon, Crocodile Skin Armor, Blessing of Gozreh, Blessing of the Greenfaith
Recharged: Fox, Cloud Puff,
Discard Pile: Crow, Blast Stone, Aspect of the Monkey, Leryn (Ally), Wendifisa Spear,
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: 20, Grenek/NathanDavis

Random Cards:

Monsters
Spoiler:
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.

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

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

Spoiler:
Mystic Inscription
RotR
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

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

Spoiler:
Short Sword +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:
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:
Warhammer
RotR
Weapon C
Traits:
Bludgeoning
Elite
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
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.

Spells
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:
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:
Toxic Cloud
RotR
Spell 2
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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


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:
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:
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:
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:
Chain Mail
RotR
Armor C
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:
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:
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:
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:
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."

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

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

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

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

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

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

Spoiler:
Blessing of 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.

Current Hour:

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

Hours Remaining: 10

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 1 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 2 Kyra/Nickademus:
Spoiler:
Hourglass Card 2 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 3 Lirianne/wkover:
Spoiler:
Hourglass Card 3 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 4 Meligaster/Iceman91:
Spoiler:
Hourglass Card 4 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 5 Grenek/NathanDavis:
Spoiler:
Hourglass Card 5 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 6 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 6 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 7 Kyra/Nickademus:
Spoiler:
Hourglass Card 7 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 8 Lirianne/wkover:
Spoiler:
Hourglass Card 8 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 9 Meligaster/Iceman91:
Spoiler:
Hourglass Card 9 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 10 Grenek/NathanDavis:
Spoiler:
Hourglass Card 10 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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Meligaster/Iceman91, Adowyn/Hawkmoon, None

Dying Garden Card 1 (Skeleton Horde):
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 2 (Deathbane Shield):
Deathbane Shield
RotR
Armor 2
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Dying Garden Card 3:
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 4:
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 5:
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 6:
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.
Dying Garden Card 7:
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 #3: Overturned Boat
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Boneyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Boneyard 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.

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

Location #6: Warrens
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lirianne/wkover, Grenek/NathanDavis, Kyra/Nickademus, None

Location #7: Wooden Bridge
Closed
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: 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:
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.


Deck Handler

Missed that I was given Xoff. That would be my damage instead. And I'd give it to...
Alphabetically: 1d4 ⇒ 1
Grenek

Adowyn wrote:

Hand: Force Shortbow +1, Bloodscent, Archer's Bracers, Wendifisa Spear,

Displayed: Leryn (Cohort),
Deck: 11 Discard: 4 Buried: 0
Current Location: Dying Garden
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

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


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

Off turn, Xoff came back home to me
Hour of the Gods

Move to Dying Garden. Free explore and encounter Skeleton Horde
Adowyn and Meligaster summon and encounter Ancient Skeletons
Summon and encounter Ancient Skeleton
Reveal Giantbane Greataxe. Recharge Mighty Gugmuff XXXII and reveal Giantbane Greataxe. Don't Call Me Bunny: Bury Potion of Fortitude

Combat 8+3: 1d10 + 2 + 1d12 + 1d4 + 1 + 1d8 + 3 ⇒ (1) + 2 + (6) + (3) + 1 + (5) + 3 = 21 Banished and Barrier Banished!

Discard Xoff to Examine:
Dying Garden Card 2: Deathbane Shield
Dying Garden Card 3: Memory Mud
Dying Garden Card 4: Piggy
Keep the same order.
Explore and encounter Deathbane Shield
Recharge Kyra's Abadar's Law

Fortitude 6: 1d8 + 3 + 1d8 ⇒ (2) + 3 + (7) = 12 Acquired!

End of turn: Grenek Hop: Move Meligaster, Adowyn, and Grenek to Warrens
End of turn: Squealy Nord: recharge Deathbane Shield to move back to Dying Garden

Grenek wrote:

Hand: Giantbane Greataxe, Earthbreaker, Studded Leather Armor, Blessing of Lady Lastbreath, War Drum, Standard Bearer (NonCore),

Displayed: Squealy Nord ,
Deck: 6 Discard: 2 Buried: 5
Current Location: Dying Garden
Hero Points: 2
NOTES:
Available Support: Earthbreaker: Local Lock or Obstacle Barrier 1d6

War Drum: Local combat check, add 1d4. Each local character may discard an ally for another 1d4.
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (Standard Bearer)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pit Gladiator, Vicious Scythe, Swordbreaker, The Bear
Recharged: Mighty Gugmuff XXXII, Deathbane Shield,
Discard Pile: Xoff, Reformarium Servant,
Buried Pile: Helm, Blessing of Venkelvore, Blessing of the Gods, Beehive, Potion of Fortitude,

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 sees a group of skeletons to eat and shares with his friends! After that, he celebrates by digging a shiny shield out of the garden then hops all of his goblin tribe together back at the Warrens, then prepares for the coming Piggy battles in the garden.

Adowyn and Meligaster summon and encounter Ancient Skeletons. Then are moved to Warrens.
Kyra recharges Abadar's Law
Dying Garden: Banished 1. Acquired 2. Examined 3-4.


Deck Handler

Adowyn recharges Wendifisa Spear to evade her Ancient Skeleton.

Adowyn wrote:

Hand: Force Shortbow +1, Bloodscent, Archer's Bracers,

Displayed: Leryn (Cohort),
Deck: 12 Discard: 4 Buried: 0
Current Location: Dying Garden
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

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


Deck Handler

Turn 21: The hour is Blessing of Torag
.
.
.

Move to Dying Garden

Free exploration: Memory Mud
Survival 4: 1d8 + 3 ⇒ (1) + 3 = 4
Success
Acquired

Ending my turn.
Discarding stuff.

Adowyn wrote:

Hand: Aspect of the Falcon, Bloodscent, Crocodile Skin Armor, Runewell's Echo, Blessing of Erastil,

Displayed: Leryn (Cohort),
Deck: 8 Discard: 6 Buried: 0
Current Location: Dying Garden
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Gozreh, Stone Weasel, Shock Longbow +1, Nirmathas Longbow, Blessing of the Greenfaith
Recharged: Fox, Cloud Puff, Wendifisa Spear,
Discard Pile: Crow, Blast Stone, Aspect of the Monkey, Leryn (Ally), Force Shortbow +1, Archer's Bracers,
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: 22, Kyra/Nickademus

Random Cards:

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

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

Spoiler:
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:
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.

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

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

Spoiler:
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.

Weapons
Spoiler:
Horsechopper
None
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If you do not have the Goblin trait and are proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Spoiler:
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:
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:
Shortbow
None
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:
Blowgun
None
Weapon B
Traits:
Basic
Blowgun
Dart
Piercing
Poison
Ranged
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

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


Spoiler:
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:
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.

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

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:
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:
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:
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.

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

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

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

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

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

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

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

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

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

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

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

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

Current Hour:

Blessing of Lamashtu:
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.

Hours Remaining: 8

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lirianne/wkover:
Spoiler:
Hourglass Card 1 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 2 Meligaster/Iceman91:
Spoiler:
Hourglass Card 2 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 3 Grenek/NathanDavis:
Spoiler:
Hourglass Card 3 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 4 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 4 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 5 Kyra/Nickademus:
Spoiler:
Hourglass Card 5 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 6 Lirianne/wkover:
Spoiler:
Hourglass Card 6 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 7 Meligaster/Iceman91:
Spoiler:
Hourglass Card 7 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 8 Grenek/NathanDavis:
Spoiler:
Hourglass Card 8 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
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Grenek/NathanDavis, Adowyn/Hawkmoon, None

Dying Garden Card 1 (Piggy):
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 2:
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 3:
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.
Dying Garden Card 4:
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 #3: Overturned Boat
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Boneyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Boneyard 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.

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

Location #6: Warrens
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lirianne/wkover, Meligaster/Iceman91, Kyra/Nickademus, None

Location #7: Wooden Bridge
Closed
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: 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:
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.


.
.
.
.

-- Kyra's Turn --
Location: Warrens

Ending Turn
End of Turn: Recharge Divine Insight to heal a card.
Cure is healed.
Reset: Discard Giantbane Greataxe, Potion of Ghostly Form. Drawing four cards.

Kyra wrote:

Hand: Iomedae's Justice, Prayer (2), Acolyte (Core), Blessing of Abadar, Sling (Core),

Displayed:
Deck: 13 Discard: 2 Buried: 1
Hero Points: 1
Acc Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Desna's Freedom, Soothing Word, Holy Symbol, Cure (Core), Crowbar (Core), Staff of Minor Healing (Core), Soldier, Prayer, Chain Mail (Core), Enchant Weapon, Abadar's Law, Gorum's Iron
Recharged: Divine Insight,
Discard Pile: Giantbane Greataxe, Potion of Ghostly Form,
Buried Pile: Half-Plate,

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: Pharasma.

Explore and encounter Piggy. Adowyn and Grenek have to do the BYA.

Asking Kyra for Prayer.

dex 9 BYA: 2d10 + 2 ⇒ (7, 8) + 2 = 17 - pass, no fire damage

Pausing for BYA to see what support cards are left.


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

Sharp Pointy Teeth: Discard Standard Bearer. Don't Call Me Bunny: Bury Xoff
BYA Dexterity 9: 1d6 + 1d4 + 1d8 + 2 ⇒ (5) + (1) + (1) + 2 = 9

Grenek wrote:

Hand: Giantbane Greataxe, Earthbreaker, Studded Leather Armor, Blessing of Lady Lastbreath, War Drum,

Displayed: Squealy Nord ,
Deck: 6 Discard: 2 Buried: 6
Current Location: Dying Garden
Hero Points: 2
NOTES:
Available Support: Earthbreaker: Local Lock or Obstacle Barrier 1d6

War Drum: Local combat check, add 1d4. Each local character may discard an ally for another 1d4.
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (Studded Leather Armor)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Swordbreaker, Vicious Scythe, Pit Gladiator, The Bear
Recharged: Mighty Gugmuff XXXII, Deathbane Shield,
Discard Pile: Reformarium Servant, Standard Bearer (NonCore),
Buried Pile: Helm, Blessing of Venkelvore, Blessing of the Gods, Beehive, Potion of Fortitude, Xoff,

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

Dexterity 9: 1d10 + 4 ⇒ (10) + 4 = 14
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

Continuing turn.

Combat 14 w/ musket, buried more-grabs, Mel's blessing, recharged Snak: 2d10 + 2d8 + 5 + 1d10 + 1d4 ⇒ (6, 10) + (1, 1) + 5 + (10) + (1) = 34 - defeated

Survival 8 to close w/ recharged gem, Adowyn support: bloodscent, echo (played freely), erastil: 1d10 + 1d10 + 1d12 + 1d10 ⇒ (10) + (4) + (11) + (7) = 32

Extremely closed! We win!


You took out the ogre’s fire-breathing pigs and rescued your own lost pig, Squealy Nord! Now you just need to teach him to breathe fire, and the world is yours for the taking. But, first, you need to deal with whatever strange ogre trained these crazy animals!


Scenario Reward
For the rest of this Adventure Path, after drawing starting hands, 1 character may draw the cohort Squealy Nord. At the end of each scenario, return Squealy Nord to the game box.

Upgrade Pool
Amfibier (Ally B)
Standard Bearer (Ally B)
Soldier (Ally B)

Half-Plate (Armor C)
Deathbane Shield (Armor 2)

Blessing of Abadar (Blessing 2)

Potion of Ghostly Form (Item B)
Blast Stone (Item B)
Boots of Elvenkind (Item B)
Memory Mud (Item 1)
Potion of Fortitude (Item B)

Force Missile (Spell B)
Guidance (Spell B)
Strength (Spell B)

Force Shortbow +1 (Weapon 1)


2B-2D: PA’S RECKONING
You’ve triumphed over fire-breathing boars and giant owly things. There’s just one last thing to do, then you’ll be the heroes (and chieftains!) of the Birdcruncher tribe.

You need to go into an ogre’s house and drive off or kill him and his family. He’s not just any ogre, though: he’s a crazy ogre druid who figured out how to tame giant owly things and train boars to belch fire. Vultures wheel overhead, which is almost always a sign of good luck, because that means someone else is dying or about to die. Hasn’t been you yet, so that’s a good sign too.

Pa Munchmeat may have magic command over fire and the ability to charm animals, but you’re big goblin heroes, and you’ve got Squealy Nord to back you up, so you’re ready for anything! And maybe you can steal his crazy tricks for yourself.

Make with the heroing!

DURING THIS SCENARIO
Treat the villain Pillbug Podiker as the villain Pa Munchmeat. Treat the henchman Poison Trap as the henchman Spike and Guffy.

When adding the villain and henchman, shuffle the henchman into the location deck, then put the villain on the bottom.

When creating the blessings deck, shuffle together from the box 20 blessings and a number of monsters equal to twice the number of players.

When you discard a monster from the blessings deck, put it on top of your location deck.

When you encounter the villain Pa Munchmeat, if there are other cards in the location deck, Pa Munchmeat is evaded; put him on the bottom of the location deck.


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-2D: PA’S RECKONING
•When you discard a monster from the blessings deck, put it on top of your location deck.
•When you encounter the villain Pa Munchmeat, if there are other cards in the location deck, Pa Munchmeat is evaded; put him on the bottom of the location deck.

Additional Rules:

Scenario Cards:

Villain
Pa Munchmeat
Spoiler:
Pa Munchmeat
Villain
Type: Monster
Traits: Druid Giant Ogre
To Defeat: Combat 18
Characters may not play cards that have the Animal trait. Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord. If undefeated, each character at your location is dealt 1d4 Fire damage.

Henchmen
Spike and Guffy

Spoiler:
Spike and Guffy
Henchman
Type: Monster
Traits: AND Animal Fighter Giant Ogre
To Defeat: Combat 14 THEN Combat 16
If undefeated, bury 2 cards from your discard pile.

Scenario Level (#): 2

Location #1: Munchmeat 'Manor'
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M: 4 Ba: 6 W: 2 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None


Deck Handler

.
.

Meligaster wrote:

Hand: Vampiric Touch, Shield Cloak, Flame Staff (Core), Bracers of Protection (Core), Onmyoji, Blessing of the Gods 1,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
Used Accessory Reroll: N
NOTES:
Available Support: Blessing is available (copy something good!)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spiritual Ally, Sage, Life Drain (Core), Lightning Bolt (Core), Locate Object (Core), Psychic Detective, Blessing of the Gods 2, The Peacock, Acadamae Student, Gem of Mental Acuity (Core), Fortune-teller
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.


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

Hand: Vicious Scythe, Earthbreaker, Studded Leather Armor, War Drum, The Bear, Blessing of Venkelvore,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Munchmeat 'Manor'
Hero Points: 3
NOTES:
Available Support: Earthbreaker: Local Lock or Obstacle Barrier 1d6

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

Blessing of Venkelvore: 1d or 2d vs Undead
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (Studded Leather Armor/War Drum)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pit Gladiator, Reformarium Servant, Potion of Healing, Xoff, Beehive, Glamered Leather Armor, Giantbane Greataxe, Crowbar, Swordbreaker, Mighty Gugmuff XXXII, Blessing of Lady Lastbreath
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.


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
Lirianne wrote:

Hand: Snak for Latur (Mouse), Blessing of Milani, Blessing of Alkenstar, Blessing of the Gods 2, Blunderbuss, Shock Musket +1,

Displayed:
Deck: 10 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. ([X] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? n


Deck Handler
Adowyn wrote:

Hand: Wendifisa Spear, Archer's Bracers, Stone Weasel, Fox, Runewell's Echo, Blessing of the Greenfaith, Leryn (Cohort), Squeally Nord,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Munchmeat Manor
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, Cloud Puff, Aspect of the Falcon, Shock Longbow +1, Blessing of Gozreh, Crocodile Skin Armor, Blessing of Erastil, Crow, Nirmathas Longbow, Leryn (Ally), Aspect of the Monkey
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 card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge 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.


Starting Location: Munchmeat Manor
.
.
.

Kyra wrote:

Hand: Desna's Freedom, Abadar's Law, Holy Symbol, Divine Insight, Acolyte (Core),

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Enchant Weapon, Chain Mail (Core), Cure (Core), Sling (Core), Prayer, Prayer (2), Staff of Minor Healing (Core), Giantbane Greataxe, Iomedae's Justice, Gorum's Iron, Soothing Word, Sarenrae's Light
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.


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-2D: PA’S RECKONING
•When you discard a monster from the blessings deck, put it on top of your location deck.
•When you encounter the villain Pa Munchmeat, if there are other cards in the location deck, Pa Munchmeat is evaded; put him on the bottom of the location deck.

Additional Rules:

Scenario Cards:

Villain
Pa Munchmeat
Spoiler:
Pa Munchmeat
Villain
Type: Monster
Traits: Druid Giant Ogre
To Defeat: Combat 18
Characters may not play cards that have the Animal trait. Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord. If undefeated, each character at your location is dealt 1d4 Fire damage.

Henchmen
Spike and Guffy

Spoiler:
Spike and Guffy
Henchman
Type: Monster
Traits: AND Animal Fighter Giant Ogre
To Defeat: Combat 14 THEN Combat 16
If undefeated, bury 2 cards from your discard pile.

Scenario Level (#): 2

Turn: 1, Meligaster/Iceman91

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

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

Barriers
Spoiler:
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:
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:
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.

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:
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.

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

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

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

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

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

Spoiler:
Corrosion
None
Spell 1
Traits:
Acid
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead 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 or Divine 9 check to recharge this card instead of discarding it.

Armors
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:
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:
Chain Mail
RotR
Armor C
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:
Wooden Shield
RotR
Armor B
Traits:
Basic
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

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

Spoiler:
Smoked Glass Goggles
None
Item B
Traits:
Accessory
To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

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

Spoiler:
Potion of Vision
None
Item B
Traits:
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and chose a character at your location to succeed at a Perception check.

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

Spoiler:
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:
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!"


Spoiler:
Turtle
None
Ally B
Traits:
Animal
Aquatic
Basic
To Acquire:
Wisdom
Survival 5
Reveal this card to reduce Combat damage to you by 1.
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.

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

Spoiler:
Blessing of 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.

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

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

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Grenek/NathanDavis:
Spoiler:
Hourglass Card 1 Grenek/NathanDavis
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 2 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 2 Adowyn/Hawkmoon
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.
Hourglass Card 3 Kyra/Nickademus:
Spoiler:
Hourglass Card 3 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 4 Lirianne/wkover:
Spoiler:
Hourglass Card 4 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 5 Meligaster/Iceman91:
Spoiler:
Hourglass Card 5 Meligaster/Iceman91
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.
Hourglass Card 6 Grenek/NathanDavis:
Spoiler:
Hourglass Card 6 Grenek/NathanDavis
Goblin Warchanter
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Hourglass Card 7 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 7 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 8 Kyra/Nickademus:
Spoiler:
Hourglass Card 8 Kyra/Nickademus
Blessing of Sarenrae
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 9 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 Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 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 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 13 Kyra/Nickademus:
Spoiler:
Hourglass Card 13 Kyra/Nickademus
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 14 Lirianne/wkover:
Spoiler:
Hourglass Card 14 Lirianne/wkover
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.
Hourglass Card 15 Meligaster/Iceman91:
Spoiler:
Hourglass Card 15 Meligaster/Iceman91
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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 16 Grenek/NathanDavis
Werewolf
RotR
Monster C
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.
Hourglass Card 17 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 17 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 18 Kyra/Nickademus:
Spoiler:
Hourglass Card 18 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 19 Lirianne/wkover:
Spoiler:
Hourglass Card 19 Lirianne/wkover
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.
Hourglass Card 20 Meligaster/Iceman91:
Spoiler:
Hourglass Card 20 Meligaster/Iceman91
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.
Hourglass Card 21 Grenek/NathanDavis:
Spoiler:
Hourglass Card 21 Grenek/NathanDavis
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 22 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 22 Adowyn/Hawkmoon
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.
Hourglass Card 23 Kyra/Nickademus:
Spoiler:
Hourglass Card 23 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 24 Lirianne/wkover:
Spoiler:
Hourglass Card 24 Lirianne/wkover
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 25 Meligaster/Iceman91:
Spoiler:
Hourglass Card 25 Meligaster/Iceman91
Giant Hermit Crab
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Hourglass Card 26 Grenek/NathanDavis:
Spoiler:
Hourglass Card 26 Grenek/NathanDavis
Ogre
RotR
Monster C
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Hourglass Card 27 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 27 Adowyn/Hawkmoon
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.
Hourglass Card 28 Kyra/Nickademus:
Spoiler:
Hourglass Card 28 Kyra/Nickademus
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.
Hourglass Card 29 Lirianne/wkover:
Spoiler:
Hourglass Card 29 Lirianne/wkover
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.

Location #1: Munchmeat 'Manor'
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M: 4 Ba: 6 W: 2 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Meligaster/Iceman91, Grenek/NathanDavis, Adowyn/Hawkmoon, Kyra/Nickademus, Lirianne/wkover, None

Munchmeat 'Manor' Card 1:
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.
Munchmeat 'Manor' Card 2:
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.
Munchmeat 'Manor' Card 3:
Spike and Guffy
None
Henchman 2
Type: Monster
Traits:
AND
Animal
Fighter
Giant
Ogre
To Defeat:
Combat 14
THEN Combat 16
If undefeated, bury 2 cards from your discard pile.
Munchmeat 'Manor' Card 4:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Munchmeat 'Manor' Card 5:
Scorching Ray
RotR
Spell 1
Traits:
Arcane
Attack
Fire
Magic
To Acquire:
IntelligenceArcane 6
For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

Munchmeat 'Manor' Card 6:
Warhammer +1
RotR
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Munchmeat 'Manor' Card 7:
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.
Munchmeat 'Manor' Card 8:
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.
Munchmeat 'Manor' Card 9:
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.
Munchmeat 'Manor' Card 10:
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.
Munchmeat 'Manor' Card 11:
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.
Munchmeat 'Manor' Card 12:
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.
Munchmeat 'Manor' Card 13:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Munchmeat 'Manor' Card 14:
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.
Munchmeat 'Manor' Card 15:
Drums of Haste
None
Item 2
Traits:
Instrument
Magic
To Acquire:
Intelligence
Arcane
Diplomacy 8
After a character at your location moves during her move step, display this card at your location. While displayed, when a character ends her turn, each character at this location may move, and each character at another location may move to this location. At the start of your turn, discard this card.
Munchmeat 'Manor' Card 16:
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.
Munchmeat 'Manor' Card 17:
Explosive Runes
RotR
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Munchmeat 'Manor' Card 18:
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.
Munchmeat 'Manor' Card 19:
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.
Munchmeat 'Manor' Card 20 (Pa Munchmeat):
Pa Munchmeat
None
Villain 2
Type: Monster
Traits:
Druid
Giant
Ogre
To Defeat:
Combat 18
Characters may not play cards that have the Animal trait.
Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.
If undefeated, each character at your location is dealt 1d4 Fire damage.


Deck Handler

Hour of the Gods

Free explore of Manor #1: Falling Bell

Spoiler:
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.

BYA check
Perception 10: 1d8 + 2 ⇒ (1) + 2 = 3 Failure, full DC

Discard BotG, reveal Onmyoji
Dex 10: 1d8 + 1d8 + 1d4 ⇒ (6) + (5) + (1) = 12 Success
Reveal Bracers for the one damage

Everyone else still has their encounter, but Mel has no resources to help and the barrier is banished regardless

Discard Onmyoji to explore #2: Light Crossbow
Not interested - banish

End turn

Meligaster wrote:

Hand: Vampiric Touch, Shield Cloak, Flame Staff (Core), Bracers of Protection (Core), Fortune-teller, The Peacock,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Hero Points: 1
Used Accessory Reroll: N
NOTES:
Available Support: Blessing is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Psychic Detective, Sage, Lightning Bolt (Core), Spiritual Ally, Gem of Mental Acuity (Core), Life Drain (Core), Blessing of the Gods 2, Acadamae Student, Locate Object (Core)
Recharged:
Discard Pile: Blessing of the Gods 1, Onmyoji,
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

Freely discard The Bear. Discard Blessing of Venkelvore. Recharge Earthbreaker
Dexterity 10: 1d10 + 1d10 + 1d6 ⇒ (9) + (10) + (1) = 20
1 Combat Damage. Display Studded Leather. Discard/Reload War Drum

Grenek wrote:

Hand: Vicious Scythe,

Displayed: Studded Leather Armor,
Deck: 13 Discard: 2 Buried: 0
Current Location: Munchmeat 'Manor'
Hero Points: 3
NOTES:
Other: Local Check Against Monster: Discard to add 1d4 Pierce.

Deck, Discard, Buried:

Reloaded: War Drum,
Middle of Deck (Unknown Order): Mighty Gugmuff XXXII, Blessing of Lady Lastbreath, Reformarium Servant, Beehive, Pit Gladiator, Giantbane Greataxe, Glamered Leather Armor, Potion of Healing, Xoff, Crowbar, Swordbreaker
Recharged: Earthbreaker,
Discard Pile: The Bear, Blessing of Venkelvore,
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.


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: Bell encounter.

Bell BYA - Per 8: 1d8 + 2 ⇒ (5) + 2 = 7 - fail

Dex 10 w/ my Milani: 3d10 + 2 ⇒ (4, 3, 10) + 2 = 19 - pass, discard Blunderbuss to combat damage

Lirianne wrote:

Hand: Snak for Latur (Mouse), Blessing of Alkenstar, Blessing of the Gods 2, Shock Musket +1,

Displayed:
Deck: 10 Discard: 2 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. ([X] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? n


.
.
.
.

Encounter Falling Bell.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4.
Perception 10: 1d10 + 4 ⇒ (1) + 4 = 5
Failure
Banish Divine Insight to add 2d6.
Dexterity 10: 1d4 + 2d6 ⇒ (3) + (3, 6) = 12
Success
Discard Acolyte for damage.
Recovery:
Divine Insight
Reveal Holy Symbol to add 1d4.
Divine 8: 1d10 + 1d4 + 5 ⇒ (4) + (4) + 5 = 13
Success

Kyra wrote:

Hand: Desna's Freedom, Abadar's Law, Holy Symbol,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure (Core), Enchant Weapon, Gorum's Iron, Giantbane Greataxe, Chain Mail (Core), Prayer, Soothing Word, Prayer (2), Sling (Core), Iomedae's Justice, Staff of Minor Healing (Core), Sarenrae's Light
Recharged: Divine Insight,
Discard Pile: Acolyte (Core),
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.

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