[PFSACG]The Complete Adventure

Game Master TColMaster

Digital Chronicle Sheets

Shared Hand Tracker

Player Turn Order
TColMaster - Cogsnap
Gimry - Kess
Abraham Z - Shardra
The Chu - Seoni

Mythic Charges:

After you gain a mythic path card, you begin each scenario with
a number of mythic charges equal to that scenario’s adventure deck
number. Use the provided counters to track your mythic charges. If
you encounter a bane that has the Mythic trait, when it is defeated,
you get 1 charge. You may expend charges for certain powers. When
you reset your hand at the end of your turn, if you have more mythic
charges than the scenario’s adventure deck number, expend charges
down to that number.

S&S Ship Rules:

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location,
you are commanding your party’s ship. All characters at your location
are on the ship; characters at other locations are not on the ship. If
you move or are moved while commanding the ship, other characters
on the ship may choose to move with you. Effects that restrict
movement still apply—if something prevents you from moving, you
can’t move; if something is preventing another character at your
location from moving, that character cannot move with you. Any
character who does not move with you is no longer on the ship.

Whenever it is your turn, if your ship is anchored and you are
at the ship’s location, you are commanding your party’s ship; all
characters at your location are on the ship. You may not choose to
move an anchored ship. If your character moves or is moved from the
ship’s location, you are no longer on the ship or commanding it, and
other characters may not choose to move with you.
ENCOUTERING SHIPS
While you are commanding a ship, you may encounter other ships. If
you are not commanding a ship, banish any ship you would encounter.

Even though a ship is neither a bane nor a boon, encountering
a ship is much like encountering a bane: if you don’t evade it, you
must attempt a check to defeat it. If you succeed at all of the checks
required to defeat a ship, and your ship is not wrecked, stash a
plunder card (see Plunder Cards below). If you fail a check to defeat
a ship, it does not deal damage to your character; instead, it deals
Structural damage to your ship (see Structural Damage below).
Whether you succeed or fail to defeat a ship, unless you seize it (see
Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship,
it replaces your current ship, which is banished. Take any plunder
cards that were under your original ship and put them under your
new ship. Seizing a ship does not allow you to check it off on your
fleet card.
If your ship is anchored, and you seize another ship, that ship is
now anchored.

Structural Damage
Structural damage is a special type of damage; it does not affect
characters, and it is the only type of damage that affects ships.
Cards that reduce damage only to characters do not affect Structural
damage. If you fail a check to defeat a ship, it deals an amount of
Structural damage to your ship equal to the difference between the
difficulty to defeat the ship and your check result.

When your ship is dealt Structural damage, first apply any powers
on the ship card or other cards in play that reduce or increase that
damage. Then characters may play cards or use powers that affect
Structural damage. Finally, any character may discard any number
of cards from his hand to reduce Structural damage by 1 for each
such discarded card. If the Structural damage is reduced to 0, the
ship is unaffected.

If a ship that is not already wrecked is successfully dealt any
Structural damage, it is wrecked (see Wrecked Ships below); you
do not need to discard cards equal to the amount of damage—the
effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural
damage, discard a number of cards from the blessings deck equal to
the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked
state. When commanding a wrecked ship, at the start of your move
step, you may attempt the check to repair the ship listed on the ship
card; if you succeed, the ship is no longer wrecked, so you turn the
ship card faceup. If you move while commanding a wrecked ship,
other characters cannot choose to move with you. When a ship is
wrecked, you can never stash more plunder cards under it (see
Plunder Cards below). At the end of any turn, if your ship is wrecked,
banish 1 random plunder card from under the ship.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your
ship. When you stash a plunder card, roll 1d6 on the table below,
draw 1 card of the corresponding type from the box without looking
at the card, and unless otherwise instructed, put the plunder card
facedown under your ship.
PLUNDER TABLE
d6 Card Type
1 weapon
2 spell
3 armor
4 item
5 ally
6 choose 1 of the above 5 card types
If you win the scenario, treat any plunder cards under your ship as
you do loot; if you lose the scenario, put them back in the box. You
don’t get to use plunder cards while they’re under your ship card, so
do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario (see page 7).
You also stash 1 plunder card if you defeat a ship while your ship is
not wrecked (see Encountering Ships on page 17).
If you are instructed to add a plunder card to your hand or to a
deck, roll on the Plunder Table, draw the corresponding card from the
box, and add it as you would any other card. (This does not count as
stashing a plunder card.)


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Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

Starting Location: Apothecary.

"

Zetha wrote:

Hand: Toad, Blessing of Lamashtu, Summon Minor Monster, Blessing of Iomedae, Binder's Tome, Good Omen (Core),

Displayed: Ahtez,
Deck: 10 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cape of Escape, Cure (Core), Blessing of Pharasma, Augury (Core), Detect Magic, Blackwing Librarian, Bound Magma Spirit, Blessing of Sivanah, Ruby of Charisma, Bound Imp
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Arcane
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([ ] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier).

"


Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

Uliah starts at the Town Square.

Uliah wrote:

Hand: Augury, Covering Heavy Shield, Camel, Riding Horse, The Keep, Blessing of the Gods,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Town Square
Hero Points: 2
Paizo Reroll 1 Die Used: No
NOTES:
Available Support: Saving for myself - None
* Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
* Augury - Choose a card type and examine top 3 cards of Uliah's location. Set aside matching cards and shuffle the location. Either recharge matching cards, or reload them in any order.
* Blessing of the Gods - Add 1 die to any check, or act as current hour
* The Keep - Add 1 die to any check, or 2 dice against a barrier or to close
Movement:
Move me to the Nettlemaze or City Gate if necessary.
Other:
I, Uliah, will help you carve a path through the darkness.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Throwing Axe (Core), Cure (Core), Iomedae's Justice, Holy Light, Horse, Cruel Longsword, Mattock, Orison, Glorious Warhammer, Divine Insight
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Weapon, Divine
POWERS:
- On your combat or Divine check, you may reveal a Mount card (□ or an ally) to add 1d4 (□ +1).
- At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discards.
- On your (□ or a local character's) check against an Undead bane, add 1d8 and the Magic trait.


During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

During This Scenario:

Additional Rules: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.

When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.

Before you attempt to close a location, bury the top card of your deck.

Scenario Level (#): 2

Turn: 1, Sajan/Gimry

Random Cards:

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

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

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

Spoiler:
Ogre
RotR
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

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

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

Spoiler:
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.

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

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

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

Spoiler:
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:
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.

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

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

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

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


Spoiler:
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:
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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Current Hour:

Blessing of 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: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/AbrahamZ.:
Spoiler:
Hourglass Card 1 Merisiel/AbrahamZ.
Blessing of Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 2 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 2 Zetha/tcolmaster01
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Uliah/TheChu:
Spoiler:
Hourglass Card 3 Uliah/TheChu
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 Sajan/Gimry:
Spoiler:
Hourglass Card 4 Sajan/Gimry
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 5 Merisiel/AbrahamZ.:
Spoiler:
Hourglass Card 5 Merisiel/AbrahamZ.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 6 Zetha/tcolmaster01
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 7 Uliah/TheChu:
Spoiler:
Hourglass Card 7 Uliah/TheChu
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 Sajan/Gimry:
Spoiler:
Hourglass Card 8 Sajan/Gimry
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Merisiel/AbrahamZ.:
Spoiler:
Hourglass Card 9 Merisiel/AbrahamZ.
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 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 10 Zetha/tcolmaster01
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 Uliah/TheChu:
Spoiler:
Hourglass Card 11 Uliah/TheChu
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 12 Sajan/Gimry:
Spoiler:
Hourglass Card 12 Sajan/Gimry
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Merisiel/AbrahamZ.:
Spoiler:
Hourglass Card 13 Merisiel/AbrahamZ.
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 14 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 14 Zetha/tcolmaster01
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 15 Uliah/TheChu:
Spoiler:
Hourglass Card 15 Uliah/TheChu
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Sajan/Gimry:
Spoiler:
Hourglass Card 16 Sajan/Gimry
Blessing of Calistria
RotR
Blessing B
Traits:
Divine
Calistria
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 17 Merisiel/AbrahamZ.:
Spoiler:
Hourglass Card 17 Merisiel/AbrahamZ.
Blessing of Erastil
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 18 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 18 Zetha/tcolmaster01
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 19 Uliah/TheChu:
Spoiler:
Hourglass Card 19 Uliah/TheChu
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 20 Sajan/Gimry:
Spoiler:
Hourglass Card 20 Sajan/Gimry
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 21 Merisiel/AbrahamZ.:
Spoiler:
Hourglass Card 21 Merisiel/AbrahamZ.
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 22 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 22 Zetha/tcolmaster01
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 23 Uliah/TheChu:
Spoiler:
Hourglass Card 23 Uliah/TheChu
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 24 Sajan/Gimry:
Spoiler:
Hourglass Card 24 Sajan/Gimry
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 25 Merisiel/AbrahamZ.:
Spoiler:
Hourglass Card 25 Merisiel/AbrahamZ.
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 26 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 26 Zetha/tcolmaster01
Blessing of Pharasma
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 27 Uliah/TheChu:
Spoiler:
Hourglass Card 27 Uliah/TheChu
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 28 Sajan/Gimry:
Spoiler:
Hourglass Card 28 Sajan/Gimry
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 29 Merisiel/AbrahamZ.:
Spoiler:
Hourglass Card 29 Merisiel/AbrahamZ.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Sajan/Gimry, None

City Gate Card 1:
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.
City Gate Card 2:
Thieves' Tools
RotR
Item B
Traits:
Basic
Tool
To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
City Gate Card 3:
Crow
RotR
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 5
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
City Gate Card 4:
Potion of Glibness
RotR
Item B
Traits:
Alchemical
Basic
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
City Gate Card 5:
Brodert Quink
RotR
Ally 2
Traits:
Human
Sage
To Acquire:
Charisma
Diplomacy
Intelligence
Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.
City Gate Card 6:
Giant Cockroach Swarm
None
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
City Gate Card 7:
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.
City Gate Card 8:
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.
City Gate Card 9:
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.
City Gate Card 10:
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.

Location #2: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Nettlemaze Card 1:
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.
Nettlemaze Card 2:
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.
Nettlemaze Card 3:
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.
Nettlemaze Card 4:
Giant Cockroach Swarm
None
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
Nettlemaze Card 5:
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.
Nettlemaze Card 6:
Goblin Raid
RotR
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Nettlemaze Card 7:
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Nettlemaze Card 8:
Sickle +1
RotR
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
Nettlemaze Card 9:
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.
Nettlemaze Card 10:
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.

Location #3: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Uliah/TheChu, None
Town Square Card 1:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Town Square Card 2:
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.
Town Square Card 3:
Scarecrow Golem
RotR
Henchman 2
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 12
You may not play spells with the Attack trait.
If defeated, you may immediately attempt to close this location.
Town Square Card 4:
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.
Town Square Card 5:
Warlord
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Town Square Card 6:
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.
Town Square 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.
Town Square Card 8:
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.
Town Square Card 9:
Haste
RotR
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Town Square Card 10:
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.

Location #4: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Zetha/tcolmaster01, None
Apothecary Card 1:
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.
Apothecary Card 2:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Apothecary Card 3:
Giant Cockroach Swarm
None
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
Apothecary Card 4:
Arcane Armor
RotR
Spell B
Traits:
Arcane
Basic
Magic
To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Apothecary Card 5:
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.
Apothecary Card 6:
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.
Apothecary Card 7:
Zombie
RotR
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Apothecary Card 8:
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.
Apothecary Card 9:
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.
Apothecary Card 10:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #5: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Academy Card 1:
Cure
RotR
Spell B
Traits:
Basic
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Academy Card 2:
Erylium
RotR
Villain 1
Type: Monster
Traits:
Outsider
Sorcerer
To Defeat:
Combat 14
OR Arcane 10
Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman.
If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
"Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium
Academy Card 3:
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.
Academy Card 4:
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.
Academy Card 5:
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.
Academy Card 6:
Inflict
RotR
Spell B
Traits:
Attack
Basic
Divine
Magic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Academy Card 7:
Shadow
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Academy Card 8:
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.
Academy Card 9:
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.
Academy Card 10:
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.

Location #6: General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/AbrahamZ., None
General Store Card 1:
Wand of Force Missile
RotR
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand
To Acquire:
Intelligence
Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
General Store Card 2:
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.
General Store Card 3:
Skeleton
RotR
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
General Store Card 4:
Heavy Crossbow
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
General Store Card 5:
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.
General Store Card 6:
Burglar
RotR
Ally B
Traits:
Basic
Human
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
General Store Card 7:
Giant Cockroach Swarm
None
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
General Store Card 8:
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.
General Store Card 9:
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.
General Store Card 10:
Magic Leather Armor
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.


Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

========================
Sajan starts his turn.
Hour: Blessing of Lamashtu
Hour Power:No effect.
Location: City Gate
Location Power:If you fail a combat check, shuffle a random monster from the box into the location deck.
Adventure Powers:
Scenario Powers:

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

    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.

    Combat 10: 1d8 + 2 + 1d10 + 1 + 1d8 ⇒ (5) + 2 + (8) + 1 + (5) = 21

    Roll Details:

    Combat(Melee) - 1d8+2
    Flurry of Blows - 1d10+1
    Blessed - 1d8

    Discard Riftwarden for Flurry of blows
    Recharge Pharasma to bless

    Use Staff to heal Riftwarden

    Sajan wrote:

    HAND: Earthbreaker, Athlete, Riftwarden, Desna's Freedom, Gorum's Iron

    DISPLAYED:
    Deck: 11 | Discards: 0 | Bury Pile: 0
    Current Location: City Gate
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☐+2 ☐+3
      Melee: Strength+1
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Sajan - City Gate 2-10 remain
    Nettlemaze 1-10 remain
    Uliah - Town Square 1-10 remain
    Zetha - Apothecary 1-10 remain
    Academy 1-10 remain
    Merisiel - General Store 1-10 remain


  • Deck Handler

    It is the hour of Desna

    Location Power: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.

    Free exploration

    General Store Card 1 is 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.

    Autofail

    Discard Troubadour to explore

    General Store Card 2 is 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.

    Display Cockroach Coat
    Stealth 8, coat: 1d12 + 3 + 1d4 ⇒ (11) + 3 + (1) = 15

    Recharge Quick-Change Mask to recharge Troubadour

    Display Magic Leather Armor

    Reset Hand

    Board Status
    Most Recent BR Refresh
    Sajan - City Gate 2-10 remain
    Nettlemaze 1-10 remain
    Uliah - Town Square 1-10 remain
    Zetha - Apothecary 1-10 remain
    Academy 1-10 remain
    Merisiel - General Store 3-10 remain

    "

    Merisiel wrote:

    Hand: Kama, Emerald of Dexterity, Cape of Escape, Archer (Core), Blessing of the Spy,

    Displayed: Cockroach Coat, Magic Leather Armor (Core),
    Deck: 10 Discard: 0 Buried: 0
    Current Location: General Store
    Hero Points: 3
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sharper, Blessing of Abadar 1, Animalbane Dagger +1, Thieves' Tools, Blessing of Abadar 2, Dagger (Core), Masterwork Tools, Sword Cane (Core)
    Recharged: Quick-Change Mask, Troubadour,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dex +2
    Disable: Dex +2
    Stealth: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Item or Knife Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    When you encounter a card, if you are the only local character (☐ or it is not your turn), you may evade it.
    When you would recharge or discard a Knife weapon for its power, you may reload it instead.
    On your combat check (☐ or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.

    "


    Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

    Out of Turn Updates: None

    Turn - Hour:Blessing of the Gods
    Hour Rules: None
    SOT: Draw 1 RNG Monster: Scout
    Move: XX -> YY
    Location Powers: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    Explore: Codex
    Int 8: 1d8 ⇒ 8
    Acquired
    Discard TOAD to explore
    Blessing of the Gods
    Autoacquire, discard the blessing to explore

    Giant Cockroach Swarm:

    None Henchman 2
    Type: Monster
    Traits: Swarm Vermin
    To Defeat: Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

    BANISH Scout to Evade, Location Shuffled

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Codex, Blessing of the Gods
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Zetha wrote:

    Hand: Blessing of Lamashtu, Summon Minor Monster, Blessing of Iomedae, Binder's Tome, Good Omen (Core), Codex,

    Displayed: Ahtez,
    Deck: 10 Discard: 2 Buried: 1
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Imp, Blackwing Librarian, Blessing of Pharasma, Cape of Escape, Detect Magic, Ruby of Charisma, Cure (Core), Blessing of Sivanah, Bound Magma Spirit, Augury (Core)
    Recharged:
    Discard Pile: Toad, Blessing of the Gods,
    Buried Pile: Scout,

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([ ] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier).

    "


    During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

    During This Scenario:

    Additional Rules: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.

    When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.

    Before you attempt to close a location, bury the top card of your deck.

    Scenario Level (#): 2

    Turn: 4, Uliah/TheChu

    Random Cards:

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    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 2 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 Uliah/TheChu
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Sajan/Gimry:
    Spoiler:
    Hourglass Card 5 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 Merisiel/AbrahamZ.
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 7 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Zetha/tcolmaster01
    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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 Uliah/TheChu
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Sajan/Gimry:
    Spoiler:
    Hourglass Card 9 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Merisiel/AbrahamZ.
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 Sajan/Gimry
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 14 Merisiel/AbrahamZ.
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Zetha/tcolmaster01
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Uliah/TheChu:
    Spoiler:
    Hourglass Card 16 Uliah/TheChu
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Sajan/Gimry:
    Spoiler:
    Hourglass Card 17 Sajan/Gimry
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 18 Merisiel/AbrahamZ.
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Zetha/tcolmaster01
    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 20 Uliah/TheChu:
    Spoiler:
    Hourglass Card 20 Uliah/TheChu
    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 21 Sajan/Gimry:
    Spoiler:
    Hourglass Card 21 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 22 Merisiel/AbrahamZ.
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Zetha/tcolmaster01
    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 24 Uliah/TheChu:
    Spoiler:
    Hourglass Card 24 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 25 Sajan/Gimry:
    Spoiler:
    Hourglass Card 25 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 26 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 26 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: City Gate
    At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
    When Closing: Summon and defeat a Bandit henchman.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, None

    City Gate Card 1:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.
    City Gate Card 2:
    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.
    City Gate Card 3:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.
    City Gate Card 4:
    Brodert Quink
    RotR
    Ally 2
    Traits:
    Human
    Sage
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Knowledge 7
    Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
    Discard this card to explore your location.
    City Gate Card 5:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    City Gate Card 6:
    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.
    City Gate Card 7:
    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.
    City Gate Card 8:
    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.
    City Gate Card 9:
    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.

    Location #2: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Nettlemaze Card 1:
    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.
    Nettlemaze Card 2:
    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.
    Nettlemaze Card 3:
    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.
    Nettlemaze Card 4:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    Nettlemaze Card 5:
    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.
    Nettlemaze Card 6:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Nettlemaze Card 7:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Nettlemaze Card 8:
    Sickle +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
    Nettlemaze Card 9:
    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.
    Nettlemaze Card 10:
    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.

    Location #3: Town Square
    At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, None
    Town Square Card 1:
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Town Square Card 2:
    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.
    Town Square Card 3:
    Scarecrow Golem
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 12
    You may not play spells with the Attack trait.
    If defeated, you may immediately attempt to close this location.
    Town Square Card 4:
    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.
    Town Square Card 5:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Town Square Card 6:
    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.
    Town Square 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.
    Town Square Card 8:
    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.
    Town Square Card 9:
    Haste
    RotR
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Town Square Card 10:
    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.

    Location #4: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, GIANT COCKROACH
    Apothecary Card 1:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 2:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    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.
    Apothecary Card 5:
    Arcane Armor
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Apothecary Card 6:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.
    Apothecary Card 7:
    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.
    Apothecary Card 8:
    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.

    Location #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Academy Card 1:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Academy Card 2:
    Erylium
    RotR
    Villain 1
    Type: Monster
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 14
    OR Arcane 10
    Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman.
    If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
    "Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium
    Academy Card 3:
    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.
    Academy Card 4:
    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.
    Academy Card 5:
    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.
    Academy Card 6:
    Inflict
    RotR
    Spell B
    Traits:
    Attack
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
    Academy Card 7:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Academy Card 8:
    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.
    Academy Card 9:
    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.
    Academy Card 10:
    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.

    Location #6: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None
    General Store Card 1:
    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.
    General Store Card 2:
    Heavy Crossbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    General Store Card 3:
    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.
    General Store Card 4:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    General Store Card 5:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    General Store Card 6:
    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.
    General Store Card 7:
    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.
    General Store Card 8:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.


    Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

    ========================
    Uliah starts his turn.
    Hour: Blessing of Shelyn
    Hour Power:No effect.
    Location: Town Square
    Location Power: You may discard a card from your hand to explore during your turn. This card may not be recharged.
    Scenario Powers: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.
    When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.
    Before you attempt to close a location, bury the top card of your deck.

    Uliah explores the Town Square.

    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.

    BYA Wisdom 7: 1d10 ⇒ 7

    Roll Details:

    Wisdom: 1d10

    Combat 12: 1d6 + 1 + 2 + 1d6 + 1d4 ⇒ (4) + 1 + 2 + (2) + (4) = 13

    Roll Details:

    Melee: 1d6+1+2
    Bless (Blessing of the Gods): 1d6
    Reveal a Mount (Camel): 1d4

    Discarding Riding Horse to explore again

    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.

    Intelligence 5: 1d6 ⇒ 3

    Roll Details:

    Intelligence: 1d6

    Uliah wrote:

    Hand: Augury, Divine Insight, Covering Heavy Shield, Mattock, Camel, The Keep,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Current Location: Town Square
    Hero Points: 2
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: Saving for myself - None
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * Augury - Choose a card type and examine top 3 cards of Uliah's location. Set aside matching cards and shuffle the location. Either recharge matching cards, or reload them in any order.
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    * The Keep - Add 1 die to any check, or 2 dice against a barrier or to close
    Movement:
    Move me to the Nettlemaze or City Gate if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Horse, Cure (Core), Iomedae's Justice, Throwing Axe (Core), Holy Light, Orison, Glorious Warhammer, Cruel Longsword
    Recharged:
    Discard Pile: Blessing of the Gods, Riding Horse,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (□ or an ally) to add 1d4 (□ +1).
    - At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discards.
    - On your (□ or a local character's) check against an Undead bane, add 1d8 and the Magic trait.

    End of Turn Summary:
    - Defeated Card 1 of Town Square (Faceless Stalker)
    - Failed to acquire Card 2 (Potion of Healing)
    - Discarded Blessing of the Gods, Riding Horse)

    Board Status
    Most Recent BR Refresh
    Sajan - City Gate 2-10 remain
    Nettlemaze 1-10 remain
    Uliah - Town Square 3-10 remain
    Zetha - Apothecary 1-10 remain
    Academy 1-10 remain
    Merisiel - General Store 3-10 remain


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Sarenrae
    Hour Power:No effect.
    Location: City Gate
    Location Power:If you fail a combat check, shuffle a random monster from the box into the location deck.
    Adventure Powers:
    Scenario Powers:

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

    Thieves' Tools:

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

    Dexterity 4: 1d8 ⇒ 7

    Roll Details:

    Dexterity - 1d8

    Discard Athlete to explore again

    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.

    Wisdom 5: 1d8 ⇒ 4

    Roll Details:

    Wisdom - 1d8

    Discard Riftwarden to explore

    Potion of Glibness:

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

    Intelligence 4: 1d6 ⇒ 4

    Roll Details:

    Intelligence - 1d6

    Sajan wrote:

    HAND: Earthbreaker, Thieves' Tools (1), Potion of Glibness, Desna's Freedom, Gorum's Iron

    DISPLAYED:
    Deck: 11 | Discards: 2 | Bury Pile: 0
    Current Location: City Gate
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☐+2 ☐+3
      Melee: Strength+1
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Sajan - City Gate 4-9 remain
    Nettlemaze 1-10 remain
    Uliah - Town Square 3-10 remain
    Zetha - Apothecary 1-8 remain
    Academy 1-10 remain
    Merisiel - General Store 1-8 remain


  • Deck Handler

    It is the hour of the Gods.

    Location Power: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.

    Free exploration

    General Store Card 1 is 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.

    Reveal Kama (which has Slashing)
    Merisiel power: recharge Cape
    Combat 8+3=11, coat: 1d12 + 3 + 1d6 + 1d4 + 1d6 ⇒ (9) + 3 + (2) + (2) + (3) = 19

    Location power: reveal a card to explore again

    General Store Card 2 is Heavy Crossbow:

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

    Dex 7: 1d12 + 1 ⇒ (11) + 1 = 12

    Discard Archer to explore

    General Store Card 3 is 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.

    Recharge Emerald of Dex
    Int 5: 1d12 ⇒ 1

    Discard Spy to explore

    General Store Card 4 is Burglar:

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

    Stealth 7, Spy, Coat: 2d12 + 3 + 1d4 ⇒ (1, 7) + 3 + (2) = 13

    Location power: reveal a card to explore again

    General Store Card 5 is Giant Cockroach Swarm:

    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

    BYA - no other character at the location so n/a

    Reveal Kama
    Merisiel Power: recharge Burglar
    Combat 8 (16), coat: 1d12 + 3 + 1d6 + 1d4 + 1d6 ⇒ (3) + 3 + (6) + (2) + (5) = 19

    Scenario Power: When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck - top of own deck is Abadar 2

    Scenario Power: Before you attempt to close a location, bury the top card of your deck - bury Abadar 2

    When Closing: Banish a card from your hand - banish Heavy Crossbow

    General Store is closed - banish all remaining cards

    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.

    How many random items added to closed location?: 1d6 ⇒ 5

    Autoacquire Random Item 1 - Token of Remembrance

    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.

    Random Items 2-5 are added to closed General Store

    Reset Hand

    Board Status
    Most Recent BR Refresh
    Sajan - City Gate 4-9 remain
    Nettlemaze 1-10 remain
    Uliah - Town Square 3-10 remain
    Zetha - Apothecary 1-8 remain
    Academy 1-10 remain
    Merisiel - General Store CLOSED 4 Random Items remain

    "

    Merisiel wrote:

    Hand: Kama, Animalbane Dagger +1, Token of Remembrance, Thieves' Tools, Sharper,

    Displayed: Cockroach Coat, Magic Leather Armor (Core),
    Deck: 9 Discard: 2 Buried: 1
    Current Location: General Store
    Hero Points: 3
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Token of Remembrance: I can give this to a caster if they want it

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dagger (Core), Masterwork Tools, Blessing of Abadar 1, Sword Cane (Core)
    Recharged: Quick-Change Mask, Troubadour, Cape of Escape, Emerald of Dexterity, Burglar,
    Discard Pile: Archer (Core), Blessing of the Spy,
    Buried Pile: Blessing of Abadar 2,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dex +2
    Disable: Dex +2
    Stealth: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Item or Knife Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    When you encounter a card, if you are the only local character (☐ or it is not your turn), you may evade it.
    When you would recharge or discard a Knife weapon for its power, you may reload it instead.
    On your combat check (☐ or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.

    "


    Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

    Out of Turn Updates: None

    Turn - Hour:Blessing of Irori
    Hour Rules: None
    SOT: Draw 1 RNG Monster:
    Move: Academy
    Location Powers: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    Explore: Cure
    Codex
    Wis 6: 2d4 ⇒ (3, 4) = 7
    Acquired

    Discard Blessing of Iomedae to Explore:

    Erylium:

    RotR Villain 1
    Type: Monster
    Traits: Outsider Sorcerer
    To Defeat: Combat 14 OR Arcane 10
    Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman. If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
    "Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium

    Turn paused to discuss


    Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

    Banish Yeth Hound to Evade, Location Shuffled.

    Codex Recharge INT 10: 1d10 ⇒ 8

    "

    Zetha wrote:

    Hand: Detect Magic, Blessing of Lamashtu, Summon Minor Monster, Binder's Tome, Good Omen (Core), Cure,

    Displayed: Ahtez,
    Deck: 9 Discard: 4 Buried: 2
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Imp, Cure (Core), Bound Magma Spirit, Blackwing Librarian, Blessing of Pharasma, Ruby of Charisma, Blessing of Sivanah, Cape of Escape, Augury (Core)
    Recharged:
    Discard Pile: Toad, Blessing of the Gods, Blessing of Iomedae, Codex,
    Buried Pile: Scout, Yeth Hound,

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([ ] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier).

    "


    During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

    During This Scenario:

    Additional Rules: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.

    When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.

    Before you attempt to close a location, bury the top card of your deck.

    Scenario Level (#): 2

    Turn: 8, Uliah/TheChu

    Random Cards:

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

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

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    Shalelu Andosana
    RotR
    Ally B
    Traits:
    Elf
    Scout
    To Acquire:
    Wisdom
    Perception 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.
    Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 Merisiel/AbrahamZ.
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 5 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 Merisiel/AbrahamZ.
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 7 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Zetha/tcolmaster01
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 9 Sajan/Gimry
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Merisiel/AbrahamZ.
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    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 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    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 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 Sajan/Gimry
    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 14 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 14 Merisiel/AbrahamZ.
    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 15 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Zetha/tcolmaster01
    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 16 Uliah/TheChu:
    Spoiler:
    Hourglass Card 16 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 17 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 18 Merisiel/AbrahamZ.
    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 19 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Zetha/tcolmaster01
    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 20 Uliah/TheChu:
    Spoiler:
    Hourglass Card 20 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 21 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 22 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: City Gate
    At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
    When Closing: Summon and defeat a Bandit henchman.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, None

    City Gate Card 1:
    Brodert Quink
    RotR
    Ally 2
    Traits:
    Human
    Sage
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Knowledge 7
    Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
    Discard this card to explore your location.
    City Gate Card 2:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    City Gate Card 3:
    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.
    City Gate Card 4:
    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.
    City Gate Card 5:
    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.
    City Gate Card 6:
    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.

    Location #2: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Nettlemaze Card 1:
    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.
    Nettlemaze Card 2:
    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.
    Nettlemaze Card 3:
    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.
    Nettlemaze Card 4:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    Nettlemaze Card 5:
    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.
    Nettlemaze Card 6:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Nettlemaze Card 7:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Nettlemaze Card 8:
    Sickle +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
    Nettlemaze Card 9:
    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.
    Nettlemaze Card 10:
    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.

    Location #3: Town Square
    At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
    M: 1 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, None
    Town Square Card 1:
    Scarecrow Golem
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 12
    You may not play spells with the Attack trait.
    If defeated, you may immediately attempt to close this location.
    Town Square Card 2:
    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.
    Town Square Card 3:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Town Square Card 4:
    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.
    Town Square Card 5:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.
    Town Square Card 6:
    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.
    Town Square Card 7:
    Haste
    RotR
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Town Square Card 8:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.

    Location #4: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: GIANT COCKROACH
    Apothecary Card 1:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 2:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    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.
    Apothecary Card 5:
    Arcane Armor
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Apothecary Card 6:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.
    Apothecary Card 7:
    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.
    Apothecary Card 8:
    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.

    Location #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M: 1 Ba: 1 W: 0 Sp: 4 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    Academy Card 1:
    Erylium
    RotR
    Villain 1
    Type: Monster
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 14
    OR Arcane 10
    Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman.
    If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
    "Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium
    Academy Card 2:
    Inflict
    RotR
    Spell B
    Traits:
    Attack
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
    Academy Card 3:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Academy Card 4:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.
    Academy Card 5:
    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.
    Academy Card 6:
    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.
    Academy Card 7:
    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.
    Academy Card 8:
    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.
    Academy Card 9:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Location #6: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 4 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/AbrahamZ., None
    General Store 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.
    General Store Card 2:
    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.
    General Store Card 3:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 4:
    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.


    Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

    ========================
    Uliah starts his turn.
    Hour: Blessing of Calistria
    Hour Power:No effect.
    Location: Town Square
    Location Power: You may discard a card from your hand to explore during your turn. This card may not be recharged.
    Scenario Powers: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.
    When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.
    Before you attempt to close a location, bury the top card of your deck.

    Uliah explores the Town Square.

    Scarecrow Golem:
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 12
    You may not play spells with the Attack trait.
    If defeated, you may immediately attempt to close this location.

    Everyone else encounters a Scarecrow Golem, but do not affect Uliah's results.

    Combat 12: 1d6 + 1 + 2 + 1d6 + 1d4 ⇒ (6) + 1 + 2 + (3) + (1) = 13

    Roll Details:

    Melee: 1d6+1+2
    Bless (The Keep): 1d6
    Reveal a Mount (Camel): 1d4

    Burying top card of deck before attempting to close: Holy Light
    Closing location: Banish Mattock
    WPC: Recharging Divine Insight

    Uliah wrote:

    Hand: Throwing Axe (Core), Augury, Cure (Core), Covering Heavy Shield, Camel, Horse,

    Displayed:
    Deck: 5 Discard: 3 Buried: 1
    Current Location: Town Square
    Hero Points: 2
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: Saving for myself - None
    * Throwing Axe - Add 1d6 to local combat check (recharges)
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * Augury - Choose a card type and examine top 3 cards of Uliah's location. Set aside matching cards and shuffle the location. Either recharge matching cards, or reload them in any order.
    * Cure - Heal local character 1d4+1 cards
    Movement:
    Move me to the Nettlemaze or City Gate if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Iomedae's Justice, Cruel Longsword, Glorious Warhammer
    Recharged: Divine Insight,
    Discard Pile: Blessing of the Gods, Riding Horse, The Keep,
    Buried Pile: Holy Light,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (□ or an ally) to add 1d4 (□ +1).
    - At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discards.
    - On your (□ or a local character's) check against an Undead bane, add 1d8 and the Magic trait.

    End of Turn Summary:
    - Defeated Card 1 of Town Square (Scarecrow Golem)
    - Everyone encounters a Scarecrow Golem
    - Discarded The Keep
    - Recharged Divine Insight
    - Buried Holy Light
    - Banished Mattock

    Board Status
    Most Recent BR Refresh
    Everyone encounters a Scarecrow Golem

    Sajan - City Gate 4-9 remain
    Nettlemaze 1-10 remain
    Uliah - Town Square CLOSED
    Zetha - Apothecary 1-8 remain
    Academy 1-10 remain
    Merisiel - General Store CLOSED 4 Random Items remain


    Deck Handler

    Merisiel dances out of the way of a scarecrow golem.

    Evade


    Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

    Use Summon Minor Monster. I fail the check but the spell blocks all damage.

    Arcane 10: 1d10 + 2 ⇒ (4) + 2 = 6

    "

    Zetha wrote:

    Hand: Detect Magic, Blessing of Lamashtu, Binder's Tome, Good Omen (Core), Cure,

    Displayed: Ahtez,
    Deck: 9 Discard: 5 Buried: 2
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury (Core), Bound Imp, Blessing of Sivanah, Cure (Core), Blackwing Librarian, Cape of Escape, Ruby of Charisma, Blessing of Pharasma, Bound Magma Spirit
    Recharged:
    Discard Pile: Toad, Blessing of the Gods, Blessing of Iomedae, Codex, Summon Minor Monster,
    Buried Pile: Scout, Yeth Hound,

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([ ] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier).

    "


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    OFF-TURN ACTIONS:

    Scarecrow Golem:

    RotR
    Henchman 2
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 12
    You may not play spells with the Attack trait.
    If defeated, you may immediately attempt to close this location.

    Combat 12: 1d8 + 2 + 1d12 + 1d8 ⇒ (7) + 2 + (8) + (6) = 23

    Roll Details:

    Combat(Melee) - 1d8+2
    Earthbreaker - 1d12
    Blessed - 1d8

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: City Gate
    Location Power:If you fail a combat check, shuffle a random monster from the box into the location deck.
    Adventure Powers:
    Scenario Powers:

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

    Brodert Quink:

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

    Banish Potion of Glibness to auto succeed Diplomacy check

    Discard Brodert to explore again

    Giant Cockroach Swarm:

    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

    Combat 8(16): 1d8 + 2 + 1d12 + 1d8 + 1d8 ⇒ (1) + 2 + (9) + (5) + (2) = 19

    Roll Details:

    Combat(Melee) - 1d8+2
    Earthbreaker - 1d12
    Bludgeoning - 1d8
    Blessed - 1d8

    Bury Blessing of Milani to close

    Bandit:

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

    BYA Recharge Thieves Tools

    Combat 8: 1d8 + 2 + 1d12 ⇒ (3) + 2 + (6) = 11

    Roll Details:

    Combat(Melee) - 1d8+2
    Earthbreaker - 1d12

    Sajan wrote:

    HAND: Earthbreaker, Thieves' Tools, Blessing of Gorum, Blessing of Pharasma, Orison

    DISPLAYED:
    Deck: 9 | Discards: 3 | Bury Pile: 1
    Current Location: City Gate
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☐+2 ☐+3
      Melee: Strength+1
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh

    Sajan - City Gate CLOSED
    Nettlemaze 1-10 remain
    Uliah - Town Square CLOSED
    Zetha - Apothecary 1-8 remain
    Academy 1-10 remain
    Merisiel - General Store CLOSED 4 Random Items remain


  • Deck Handler

    It is the hour of Irori

    Free exploration

    General Store Card 1 is 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.

    Acro 5, coat: 1d12 + 3 + 1d4 ⇒ (9) + 3 + (4) = 16

    Reset Hand, discarding Token and Animalbane Dagger +1

    Board Status
    Most Recent BR Refresh
    Sajan - City Gate CLOSED
    Nettlemaze 1-10 remain
    Uliah - Town Square CLOSED
    Zetha - Apothecary 1-8 remain
    Academy 1-10 remain
    Merisiel - General Store CLOSED 2-4 remain

    "

    Merisiel wrote:

    Hand: Kama, Dagger (Core), Thieves' Tools, Boots of Elvenkind, Sharper,

    Displayed: Cockroach Coat, Magic Leather Armor (Core),
    Deck: 8 Discard: 4 Buried: 1
    Current Location: General Store
    Hero Points: 3
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar 1, Sword Cane (Core), Masterwork Tools
    Recharged: Quick-Change Mask, Troubadour, Cape of Escape, Emerald of Dexterity, Burglar,
    Discard Pile: Archer (Core), Blessing of the Spy, Token of Remembrance, Animalbane Dagger +1,
    Buried Pile: Blessing of Abadar 2,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dex +2
    Disable: Dex +2
    Stealth: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Item or Knife Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    When you encounter a card, if you are the only local character (☐ or it is not your turn), you may evade it.
    When you would recharge or discard a Knife weapon for its power, you may reload it instead.
    On your combat check (☐ or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.

    "


    Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

    Out of Turn Updates: None

    Turn - Hour: Blessing of Calistria
    Hour Rules: None
    SOT: Draw 1 RNG Monster: Traitor.
    Cure: 1d4 + 1 ⇒ (3) + 1 = 4
    RNG: 1d5 ⇒ 5
    Move: Apothecary
    Location Powers: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    Explore: Blessing of the Gods
    Auto acquire. Discard to explore.

    Giant Cockroach Swarm:

    None Henchman 2
    Type: Monster
    Traits: Swarm Vermin
    To Defeat: Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

    Ahtez, Binder's Tome, Blessing of Lamashtu
    Combat 8(16): 3d10 + 4 + 2 + 1d4 ⇒ (10, 5, 8) + 4 + 2 + (3) = 32
    Defeated
    To Close Top Card Bury: Cape of Escape
    Banish Traitor to use Stealth
    Close Check Int 6: 1d10 + 4 ⇒ (3) + 4 = 7
    WPC No Effect.

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Blessing of the Gods
    Banished: Giant Cockroach Swarm
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Zetha wrote:

    Hand: Detect Magic, Blessing of Iomedae, Ruby of Charisma, Bound Imp, Binder's Tome, Good Omen (Core),

    Displayed: Ahtez,
    Deck: 8 Discard: 3 Buried: 5
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Toad, Cure (Core), Blackwing Librarian, Bound Magma Spirit, Augury (Core), Blessing of Sivanah, Codex
    Recharged:
    Discard Pile: Blessing of the Gods, Blessing of Lamashtu, Summon Minor Monster,
    Buried Pile: Scout, Yeth Hound, Cape of Escape, Traitor, Cure,

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([ ] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier).

    "
    "
    Zetha wrote:

    Hand: Detect Magic, Blessing of Iomedae, Ruby of Charisma, Bound Imp, Binder's Tome, Good Omen (Core),

    Displayed: Ahtez,
    Deck: 8 Discard: 3 Buried: 5
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Toad, Cure (Core), Blackwing Librarian, Bound Magma Spirit, Augury (Core), Blessing of Sivanah, Codex
    Recharged:
    Discard Pile: Blessing of the Gods, Blessing of Lamashtu, Summon Minor Monster,
    Buried Pile: Scout, Yeth Hound, Cape of Escape, Traitor, Cure,

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([ ] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier).

    "


    During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

    During This Scenario:

    Additional Rules: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.

    When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.

    Before you attempt to close a location, bury the top card of your deck.

    Scenario Level (#): 2

    Turn: 12, Uliah/TheChu

    Random Cards:

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

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

    Spoiler:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

    Spoiler:
    Goblin Pyro
    RotR
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

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

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

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

    Spoiler:
    Pit 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:
    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.

    Weapons
    Spoiler:
    Dart
    RotR
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
    If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

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

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

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

    Spells
    Spoiler:
    Holy Light
    RotR
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 Merisiel/AbrahamZ.
    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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 5 Sajan/Gimry
    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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 Merisiel/AbrahamZ.
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Zetha/tcolmaster01
    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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 9 Sajan/Gimry
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Merisiel/AbrahamZ.
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    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 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 14 Merisiel/AbrahamZ.
    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 15 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Zetha/tcolmaster01
    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 16 Uliah/TheChu:
    Spoiler:
    Hourglass Card 16 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Sajan/Gimry:
    Spoiler:
    Hourglass Card 17 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 18 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Location #2: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Nettlemaze Card 1:
    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.
    Nettlemaze Card 2:
    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.
    Nettlemaze Card 3:
    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.
    Nettlemaze Card 4:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    Nettlemaze Card 5:
    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.
    Nettlemaze Card 6:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Nettlemaze Card 7:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Nettlemaze Card 8:
    Sickle +1
    RotR
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
    Nettlemaze Card 9:
    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.
    Nettlemaze Card 10:
    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.

    Location #3: Town Square
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Uliah/TheChu, None

    Location #4: Apothecary
    Closed
    When Permanently Closed: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, GIANT COCKROACH

    Location #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M: 1 Ba: 1 W: 0 Sp: 4 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: VILLAIN

    Academy Card 1:
    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.
    Academy Card 2:
    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.
    Academy Card 3:
    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.
    Academy Card 4:
    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.
    Academy Card 5:
    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.
    Academy Card 6:
    Inflict
    RotR
    Spell B
    Traits:
    Attack
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
    Academy Card 7:
    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.
    Academy Card 8:
    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.
    Academy Card 9:
    Erylium
    RotR
    Villain 1
    Type: Monster
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 14
    OR Arcane 10
    Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman.
    If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
    "Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium

    Location #6: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/AbrahamZ., None
    General Store Card 1:
    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.
    General Store Card 2:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 3:
    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.


    Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

    ========================
    Uliah starts his turn.
    Hour: Blessing of Shelyn
    Hour Power:No effect.
    Location: Town Square
    Location Power: You may discard a card from your hand to explore during your turn. This card may not be recharged.
    Scenario Powers: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.
    When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.
    Before you attempt to close a location, bury the top card of your deck.

    Uliah moves to the Nettlemaze.

    Using Augury to examine top 3 of location for (Monsters): (Giant Hermit Crab (Monster 1), Bunyip (Monster B), Sneak (Monster B))
    Shuffling location and putting (all three in same order) at the (bottom)

    Uliah explores the Nettlemaze.

    Shuffled location from 4-10: 1d7 ⇒ 2= Card 5

    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.

    BYA Wisdom 7: 1d10 ⇒ 1

    Roll Details:

    Wisdom: 1d10

    Combat 14 (12+2): 1d6 + 1 + 2 + 2d6 + 1d4 ⇒ (4) + 1 + 2 + (4, 1) + (1) = 13

    Roll Details:

    Melee: 1d6+1+2
    Throwing Axe (Reveal and Freely Recharge): 2d6
    Reveal a Mount (Camel): 1d4

    Recharging Covering Heavy Shield to reroll a die: the 1 on the d6
    Combat 14 (12+2): 4 + 1 + 2 + 4 + 1d6 + 1 ⇒ 4 + 1 + 2 + 4 + (1) + 1 = 13

    Paizo Re-roll 1 die, let's try again...
    Combat 14 (12+2): 4 + 1 + 2 + 4 + 1d6 + 1 ⇒ 4 + 1 + 2 + 4 + (4) + 1 = 16

    Uliah attempts to recover all cards in his Recovery pile.
    Augury: Divine 8: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6 -> Augury discarded.

    Uliah wrote:

    Hand: Glorious Warhammer, Cruel Longsword, Cure (Core), Camel, Horse, Orison,

    Displayed:
    Deck: 4 Discard: 4 Buried: 1
    Current Location: Nettlemaze
    Hero Points: 2
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Cure - Heal local character 1d4+1 cards
    * Orison - Add 1 die to any check, recharges if current hour's level is 0
    Movement:
    Move me to the Nettlemaze or City Gate if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Iomedae's Justice
    Recharged: Divine Insight, Throwing Axe (Core), Covering Heavy Shield,
    Discard Pile: Blessing of the Gods, Riding Horse, The Keep, Augury,
    Buried Pile: Holy Light,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (□ or an ally) to add 1d4 (□ +1).
    - At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discards.
    - On your (□ or a local character's) check against an Undead bane, add 1d8 and the Magic trait.

    End of Turn Summary:
    - Defeated Card 5 of Nettlemaze (Faceless Stalker)
    - Shuffle location, Cards 1-3 are put on bottom in same order (Giant Hermit Crab, Bunyip, Sneak)
    - Discarded Augury
    - Recharged Throwing Axe, Covering Heavy Shield

    Board Status
    Most Recent BR Refresh
    Sajan - City Gate CLOSED
    Uliah - Nettlemaze 1-4, 6-10 remain // After shuffling, bottom cards are Giant Hermit Crab, Bunyip, Sneak
    Town Square CLOSED
    Zetha - Apothecary 1-8 remain
    Academy 1-10 remain
    Merisiel - General Store CLOSED 2-4 remain


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: City Gate
    Location Power:If you fail a combat check, shuffle a random monster from the box into the location deck.
    Adventure Powers:
    Scenario Powers:

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

    Move To Nettlemaze

    4-10(No 5): 1d7 + 3 ⇒ (5) + 3 = 8

    Sickle +1:

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

    Melee 10: 1d8 + 2 + 1d8 ⇒ (5) + 2 + (3) = 10

    Roll Details:

    Melee - 1d8+2
    Blessed - 1d8

    Sajan wrote:

    HAND: Earthbreaker, Sickle +1, Thieves' Tools, Blessing of Gorum, Blessing of Pharasma

    DISPLAYED:
    Deck: 10 | Discards: 3 | Bury Pile: 1
    Current Location: Nettlemaze
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☐+2 ☐+3
      Melee: Strength+1
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    City Gate CLOSED
    Uliah, Sajan - Nettlemaze 1-4, 6,7,9,10 remain // After shuffling, bottom cards are Giant Hermit Crab, Bunyip, Sneak
    Town Square CLOSED
    Zetha - Apothecary 1-8 remain
    Academy 1-10 remain
    Merisiel - General Store CLOSED 2-4 remain


  • Deck Handler

    It is the hour of Desna

    Free exploration

    General Store Card 1 is 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.

    Disable 7, Thieves Tools: 2d12 + 3 ⇒ (2, 8) + 3 = 13

    Reveal Sharper to banish and draw Random Item 1

    Random Item 1 is 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.

    Reset Hand, discarding Chime and Dagger

    Board Status
    Most Recent BR Refresh
    City Gate CLOSED
    Uliah, Sajan - Nettlemaze 1-4, 6,7,9,10 remain // After shuffling, bottom cards are Giant Hermit Crab, Bunyip, Sneak
    Town Square CLOSED
    Zetha - Apothecary 1-8 remain
    Academy 1-10 remain
    Merisiel - General Store CLOSED 2-3 remain

    "

    Merisiel wrote:

    Hand: Kama, Thieves' Tools, Boots of Elvenkind, Sharper, Blessing of Abadar 1,

    Displayed: Cockroach Coat, Magic Leather Armor (Core),
    Deck: 7 Discard: 6 Buried: 1
    Current Location: General Store
    Hero Points: 3
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Masterwork Tools, Sword Cane (Core)
    Recharged: Quick-Change Mask, Troubadour, Cape of Escape, Emerald of Dexterity, Burglar,
    Discard Pile: Archer (Core), Blessing of the Spy, Token of Remembrance, Animalbane Dagger +1, Dagger (Core), Chime of Unlocking,
    Buried Pile: Blessing of Abadar 2,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dex +2
    Disable: Dex +2
    Stealth: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Item or Knife Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    When you encounter a card, if you are the only local character (☐ or it is not your turn), you may evade it.
    When you would recharge or discard a Knife weapon for its power, you may reload it instead.
    On your combat check (☐ or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.

    "


    Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

    Out of Turn Updates: None

    Turn - Hour: Blessing of Gorum
    Hour Rules: None
    SOT: Draw 1 RNG Monster: Goblin Commando
    Move: ACADEMY
    Location Powers: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    Explore: Standard Bearer
    Diplamcy 6: 1d10 + 1 ⇒ (8) + 1 = 9
    Acquired
    NOT a spell, free Explore:

    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.

    Good Omen
    Arcane 8: 1d10 + 2 + 1d6 + 2 ⇒ (5) + 2 + (6) + 2 = 15
    Acquired
    Discard Standard Bearer to Explore:
    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.

    Banish Goblin Commmando to Evade.

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.
    Good Omen Arcane 8: 1d10 + 2 ⇒ (6) + 2 = 8
    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Standard Bearer, Toxic Cloud
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Zetha wrote:

    Hand: Detect Magic, Blessing of Iomedae, Ruby of Charisma, Bound Imp, Binder's Tome, Toxic Cloud,

    Displayed: Ahtez,
    Deck: 8 Discard: 5 Buried: 6
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Magma Spirit, Cure (Core), Augury (Core), Blessing of Sivanah, Blessing of Pharasma, Toad, Codex, Blackwing Librarian
    Recharged:
    Discard Pile: Blessing of the Gods, Blessing of Lamashtu, Standard Bearer, Good Omen (Core), Summon Minor Monster,
    Buried Pile: Scout, Yeth Hound, Cape of Escape, Traitor, Cure, Goblin Commando,

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([ ] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier).

    "


    During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

    During This Scenario:

    Additional Rules: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.

    When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.

    Before you attempt to close a location, bury the top card of your deck.

    Scenario Level (#): 2

    Turn: 16, Uliah/TheChu

    Random Cards:

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

    Spoiler:
    Dart
    RotR
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
    If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

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

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

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

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

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

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

    Spoiler:
    Blessing of 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: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 Merisiel/AbrahamZ.
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 Uliah/TheChu
    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 5 Sajan/Gimry:
    Spoiler:
    Hourglass Card 5 Sajan/Gimry
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 Merisiel/AbrahamZ.
    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 7 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Zetha/tcolmaster01
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 8 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 9 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Merisiel/AbrahamZ.
    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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 14 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Location #2: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 5 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, Sajan/Gimry, None

    Nettlemaze Card 1:
    Zombie Giant
    RotR
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.
    Nettlemaze Card 2:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Nettlemaze Card 3:
    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.
    Nettlemaze Card 4:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    Nettlemaze Card 5:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Nettlemaze Card 6 (Giant Hermit Crab):
    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.
    Nettlemaze Card 7 (Bunyip):
    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.
    Nettlemaze Card 8 (Sneak):
    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.

    Location #3: Town Square
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Apothecary
    Closed
    When Permanently Closed: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: GIANT COCKROACH

    Location #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M: 1 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, VILLAIN

    Academy Card 1:
    Inflict
    RotR
    Spell B
    Traits:
    Attack
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
    Academy Card 2:
    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.
    Academy Card 3:
    Erylium
    RotR
    Villain 1
    Type: Monster
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 14
    OR Arcane 10
    Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman.
    If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
    "Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium
    Academy Card 4:
    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.
    Academy Card 5:
    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.
    Academy Card 6:
    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.
    Academy Card 7:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Location #6: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/AbrahamZ., None
    General Store Card 1:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 2:
    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.


    Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

    ========================
    Uliah starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Nettlemaze
    Location Power: You may attempt a Wisdom or Perception 9 check to evade a monster.
    Scenario Powers: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.
    When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.
    Before you attempt to close a location, bury the top card of your deck.

    Uliah explores the Nettlemaze.

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

    Combat 13: 1d6 + 1 + 2 + 1d8 + 1 + 1d8 + 1d4 ⇒ (3) + 1 + 2 + (6) + 1 + (3) + (3) = 19

    Roll Details:

    Melee: 1d6+1+2
    Glorious Warhammer: 1d8+1
    Undead Bane: 1d8
    Reveal a Mount (Camel): 1d4

    Discarding Horse to explore again with bonus to first check

    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.

    Sajan and Zetha encounter a Goblin Raider as well

    Goblin Raider:
    RotR
    Henchmen(Monster) 1
    Traits:
    Basic
    Goblin
    To Defeat:
    Combat 8
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close this location.

    Combat 8: 1d6 + 1 + 2 + 1d8 + 1 + 1d4 ⇒ (5) + 1 + 2 + (8) + 1 + (1) = 18

    Roll Details:

    Melee: 1d6+1+2
    Glorious Warhammer: 1d8+1
    Reveal a Mount: 1d4

    Using Cure on Uliah
    Cure: 1d4 + 1 ⇒ (2) + 1 = 3
    Randomly healed Horse, Blessing of the Gods, Riding Horse from discards

    Uliah attempts to recover all cards in his Recovery pile.
    Cure (Core): Divine 8: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7 -> Cure (Core) discarded.

    Uliah wrote:

    Hand: Glorious Warhammer, Cruel Longsword, Divine Insight, Riding Horse, Camel, Orison,

    Displayed:
    Deck: 5 Discard: 3 Buried: 1
    Current Location: Nettlemaze
    Hero Points: 2
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    * Orison - Add 1 die to any check, recharges if current hour's level is 0
    Movement:
    Move me to the Nettlemaze or City Gate if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Covering Heavy Shield, Blessing of the Gods, Horse, Throwing Axe (Core), Iomedae's Justice
    Recharged:
    Discard Pile: The Keep, Augury, Cure (Core),
    Buried Pile: Holy Light,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (□ or an ally) to add 1d4 (□ +1).
    - At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discards.
    - On your (□ or a local character's) check against an Undead bane, add 1d8 and the Magic trait.

    End of Turn Summary:
    - Defeated Cards 1, 2 of Nettlemaze (Zombie Giant, Goblin Raid)
    - Sajan and Zetha encounter a Goblin Raider
    - Discarded Horse, Cure
    - Randomly recharged Horse, Blessing of the Gods, Riding Horse from discards

    Board Status
    Most Recent BR Refresh
    City Gate CLOSED
    Uliah, Sajan - Nettlemaze 3-8 remain // Bottom 3 cards are Giant Hermit Crab, Bunyip, Sneak
    Town Square CLOSED
    Apothecary CLOSED
    Zetha - Academy 1-7 remain
    Merisiel - General Store CLOSED 1-2 remain


    Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

    Ahtez, Binder's Tome
    Goblin Raider Combat 8: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (2) = 10


    During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

    During This Scenario:

    Additional Rules: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.

    When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.

    Before you attempt to close a location, bury the top card of your deck.

    Scenario Level (#): 2

    Turn: 17, Sajan/Gimry

    Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Items
    Spoiler:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

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

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Merisiel/AbrahamZ.
    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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Zetha/tcolmaster01
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Uliah/TheChu:
    Spoiler:
    Hourglass Card 3 Uliah/TheChu
    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 4 Sajan/Gimry:
    Spoiler:
    Hourglass Card 4 Sajan/Gimry
    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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Merisiel/AbrahamZ.
    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 6 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Zetha/tcolmaster01
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 7 Uliah/TheChu:
    Spoiler:
    Hourglass Card 7 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 8 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Merisiel/AbrahamZ.
    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 10 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Zetha/tcolmaster01
    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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 11 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 12 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Location #2: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, Sajan/Gimry, None

    Nettlemaze Card 1:
    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.
    Nettlemaze Card 2:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    Nettlemaze Card 3:
    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.
    Nettlemaze Card 4 (Giant Hermit Crab):
    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.
    Nettlemaze Card 5 (Bunyip):
    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.
    Nettlemaze Card 6 (Sneak):
    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.

    Location #3: Town Square
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Apothecary
    Closed
    When Permanently Closed: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: GIANT COCKROACH

    Location #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M: 1 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, VILLAIN

    Academy Card 1:
    Inflict
    RotR
    Spell B
    Traits:
    Attack
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
    Academy Card 2:
    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.
    Academy Card 3:
    Erylium
    RotR
    Villain 1
    Type: Monster
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 14
    OR Arcane 10
    Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman.
    If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
    "Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium
    Academy Card 4:
    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.
    Academy Card 5:
    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.
    Academy Card 6:
    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.
    Academy Card 7:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Location #6: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/AbrahamZ., None
    General Store Card 1:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 2:
    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.


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Combat 8: 1d8 + 2 + 1d12 ⇒ (7) + 2 + (9) = 18

    Roll Details:

    Combat(Melee) - 1d8+2
    Earthbreaker - 1d12

    ========================
    Sajan starts his turn.
    Hour: Blessing of Calistria
    Hour Power:No effect.
    Location: Nettlemaze
    Location Power:You may attempt a Wisdom or Perception 9 check to evade a monster.
    Adventure Powers:
    Scenario Powers:

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

    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.

    Intelligence 6: 1d6 ⇒ 2

    Roll Details:

    Intelligence - 1d6

    Sajan wrote:

    HAND: Earthbreaker, Sickle +1, Thieves' Tools, Blessing of Gorum, Blessing of Pharasma

    DISPLAYED:
    Deck: 10 | Discards: 3 | Bury Pile: 1
    Current Location: Nettlemaze
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☐+2 ☐+3
      Melee: Strength+1
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    City Gate CLOSED
    Uliah, Sajan - Nettlemaze 2-6 remain // Bottom 3 cards are Giant Hermit Crab, Bunyip, Sneak
    Town Square CLOSED
    Apothecary CLOSED
    Zetha - Academy 1-7 remain
    Merisiel - General Store CLOSED 1-2 remain


  • Deck Handler

    It is the hour of Erastil

    Free exploration

    General Store Card 1 is Potion of Ruggedness:

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

    autofail

    Discard Abadar 1 to explore

    General Store Card 2 is 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.

    Con 5: 1d6 ⇒ 2

    Reset Hand

    Board Status
    Most Recent BR Refresh
    City Gate CLOSED
    Uliah, Sajan - Nettlemaze 2-6 remain // Bottom 3 cards are Giant Hermit Crab, Bunyip, Sneak
    Town Square CLOSED
    Apothecary CLOSED
    Zetha - Academy 1-7 remain
    Merisiel - General Store CLOSED

    "

    Merisiel wrote:

    Hand: Kama, Thieves' Tools, Boots of Elvenkind, Masterwork Tools, Sharper,

    Displayed: Cockroach Coat, Magic Leather Armor (Core),
    Deck: 6 Discard: 7 Buried: 1
    Current Location: General Store
    Hero Points: 3
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sword Cane (Core)
    Recharged: Quick-Change Mask, Troubadour, Cape of Escape, Emerald of Dexterity, Burglar,
    Discard Pile: Archer (Core), Blessing of the Spy, Token of Remembrance, Animalbane Dagger +1, Dagger (Core), Chime of Unlocking, Blessing of Abadar 1,
    Buried Pile: Blessing of Abadar 2,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dex +2
    Disable: Dex +2
    Stealth: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Item or Knife Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    When you encounter a card, if you are the only local character (☐ or it is not your turn), you may evade it.
    When you would recharge or discard a Knife weapon for its power, you may reload it instead.
    On your combat check (☐ or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.

    "


    Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

    Out of Turn Updates: None

    Turn - Hour:Blessing of Abadar
    Hour Rules: None
    SOT: Draw 1 RNG Monster: Faceless Stalker
    Move: XX -> YY
    Location Powers: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    Explore: Inflict
    Autofail, Banish.

    Discard Bound Imp to Explore

    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.

    Arcane 6: 1d10 + 2 ⇒ (5) + 2 = 7
    Acquired
    Cast Augury, Search Spell
    Villain, Barrier, Item
    None Found, Location Shuffled
    Cast Detect Magic
    RNG: 1d5 ⇒ 2

    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.

    Card does not qualify.

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.
    Augury Arcane 8: 1d10 + 2 ⇒ (1) + 2 = 3
    Detect Magice Arcane 4: 1d10 + 2 ⇒ (3) + 2 = 5
    Zetha resets their hand.
    Discard Toxic Cloud
    [u]Summary[/u]
    Acquired: Augury
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Zetha wrote:

    Hand: Cure (Core), Blessing of Iomedae, Ruby of Charisma, Toad, Binder's Tome, Faceless Stalker,

    Displayed: Ahtez,
    Deck: 7 Discard: 8 Buried: 6
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury (Core), Bound Magma Spirit, Blessing of Pharasma, Blessing of Sivanah, Blackwing Librarian, Codex
    Recharged: Detect Magic,
    Discard Pile: Blessing of the Gods, Blessing of Lamashtu, Standard Bearer, Good Omen (Core), Summon Minor Monster, Bound Imp, Augury, Toxic Cloud,
    Buried Pile: Scout, Yeth Hound, Cape of Escape, Traitor, Cure, Goblin Commando,

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([ ] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier).

    "


    During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

    During This Scenario:

    Additional Rules: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.

    When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.

    Before you attempt to close a location, bury the top card of your deck.

    Scenario Level (#): 2

    Turn: 20, Uliah/TheChu

    Random Cards:

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

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 Merisiel/AbrahamZ.
    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 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    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 4 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 Uliah/TheChu
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Sajan/Gimry:
    Spoiler:
    Hourglass Card 5 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 Merisiel/AbrahamZ.
    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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Zetha/tcolmaster01
    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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 9 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Location #2: Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 4 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, Sajan/Gimry, None

    Nettlemaze Card 1:
    Giant Cockroach Swarm
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
    Nettlemaze 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.
    Nettlemaze Card 3 (Giant Hermit Crab):
    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.
    Nettlemaze Card 4 (Bunyip):
    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.
    Nettlemaze Card 5 (Sneak):
    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.

    Location #3: Town Square
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Apothecary
    Closed
    When Permanently Closed: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: GIANT COCKROACH

    Location #5: Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, VILLAIN

    Academy Card 1 (Slashing Blade):
    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.
    Academy Card 2:
    Erylium
    RotR
    Villain 1
    Type: Monster
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 14
    OR Arcane 10
    Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman.
    If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
    "Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium
    Academy Card 3:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Academy Card 4:
    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.
    Academy Card 5:
    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.

    Location #6: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/AbrahamZ., None


    Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

    ========================
    Uliah starts his turn.
    Hour: Blessing of Sarenrae
    Hour Power:No effect.
    Location: Nettlemaze
    Location Power: You may attempt a Wisdom or Perception 9 check to evade a monster.
    Scenario Powers: When you encounter the henchman Scarecrow Golem, a character at each other location summons and encounters a Scarecrow Golem. Any character may bury a card to ignore the Scarecrow Golem’s immunities until the end of the encounter.
    When you defeat the henchman Giant Cockroach Swarm, you may examine the top card of your deck or of your location deck.
    Before you attempt to close a location, bury the top card of your deck.

    Uliah explores the Nettlemaze.

    Giant Cockroach Swarm:
    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

    Sajan encounters Giant Cockroach Swarm, continuing my turn

    Combat 8 (16 to close): 1d6 + 1 + 2 + 1d8 + 1 + 1d8 + 1d4 + 1d6 ⇒ (1) + 1 + 2 + (7) + 1 + (1) + (4) + (1) = 18

    Roll Details:

    Melee: 1d6+1+2
    Glorious Warhammer: 1d8+1
    Miscellaneous: Bludgeoning (Monster Power): 1d8
    Reveal a Mount (Camel): 1d4
    Bless (Orison): 1d6

    Attempting to close, encountering Random Monster 1

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

    Combat 11: 1d6 + 1 + 2 + 1d8 + 1 + 1d8 + 1d4 ⇒ (4) + 1 + 2 + (5) + 1 + (8) + (4) = 25

    Roll Details:

    Melee: 1d6+1+2
    Glorious Warhammer: 1d8+1
    Undead Bane: 1d8
    Reveal a Mount: 1d4

    Location closed

    Uliah wrote:

    Hand: Glorious Warhammer, Cruel Longsword, Divine Insight, Riding Horse, Camel, Throwing Axe (Core),

    Displayed:
    Deck: 5 Discard: 3 Buried: 1
    Current Location: Nettlemaze
    Hero Points: 2
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Throwing Axe - Add 1d6 to local combat check (recharges)
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    Movement:
    Move me to the Nettlemaze or City Gate if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods, Covering Heavy Shield, Iomedae's Justice, Horse
    Recharged: Orison,
    Discard Pile: The Keep, Augury, Cure (Core),
    Buried Pile: Holy Light,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (□ or an ally) to add 1d4 (□ +1).
    - At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discards.
    - On your (□ or a local character's) check against an Undead bane, add 1d8 and the Magic trait.

    End of Turn Summary:
    - Sajan encounters Giant Cockroach Swarm
    - Defeated Card 1 of Nettlemaze (Giant Cockroach Swarm)
    - Nettlemaze is closed
    - Recharged Orison

    Board Status
    Most Recent BR Refresh
    City Gate CLOSED
    Uliah, Sajan - Nettlemaze CLOSED
    Town Square CLOSED
    Apothecary CLOSED
    Zetha - Academy 1-5 remain
    Merisiel - General Store CLOSED


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Giant Cockroach Swarm:

    None
    Henchman 2
    Type: Monster
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 8
    Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
    If the check to defeat has the Bludgeoning trait, add 1d8.
    If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

    Combat 8: 1d8 + 2 + 1d10 + 1 ⇒ (5) + 2 + (3) + 1 = 11

    Roll Details:

    Combat(Melee) - 1d8+2
    Flurry of Blows - 1d10+1

    Recharge Sickle for Flurry of Blows

    ========================
    Sajan starts his turn.
    Hour: Blessing of Shelyn
    Hour Power:No effect.
    Location: Nettlemaze
    Location Power:You may attempt a Wisdom or Perception 9 check to evade a monster.
    Adventure Powers:
    Scenario Powers:

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

    Move to Acadamy

    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.

    Dexterity 9: 1d8 + 1d8 + 1d8 ⇒ (1) + (7) + (6) = 14

    Roll Details:

    Dexterity - 1d8
    Thieves' Tools - 1d8
    Thieves' Tools (Recharge) - 1d8

    Reveal and Recharge Thieves Tools

    Extra explore from Location Power

    Erylium:

    RotR
    Villain 1
    Type: Monster
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 14
    OR Arcane 10
    Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman.
    If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
    "Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium

    Combat 14: 1d8 + 2 + 1d12 + 1d8 + 1d8 + 1d8 ⇒ (4) + 2 + (10) + (5) + (8) + (5) = 34

    Roll Details:

    Combat(Melee) - 1d8+2
    Earthbreaker - 1d12
    Double Blessed - 1d8+1d8
    Blessed - 1d8

    Recharge Gorum to double bless
    Use Power to Recharge Pharasma to freely bless

    Victory!


  • Development
    You rudely dismiss the demonling and her minions. The wedding party has but fled, and you should probably go too. The fathers of the grooms shove some coins in your purses and have you ushered out of the Alabaster District. Magnimar’s elite appreciates being saved, but not to the point of sullying its white gloves with a handshake.

    Well, at least you have room and board for the night. Back to Dockway you go, hoping your rooms have been rebuilt enough for you to get some slumber. Or at least a bath. Or three.

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

    Standard Bearer (Ally B)
    Brodert Quink (Ally 2)
    Blessing of the Gods (Blessing B)
    Blessing of the Gods (Blessing B)
    Masterwork Tools (Item B)
    Token of Remembrance (Item B)
    Cape of Escape (Item B)
    Boots of Elvenkind (Item B)
    Thieves' Tools (Item B)
    Chime of Unlocking (Item 2)
    Potion of Glibness (Item B)
    Codex (Item B)
    Yeth Hound (Monster 1)
    Scout (Monster B)
    Faceless Stalker (Monster 2)
    Goblin Commando (Monster B)
    Toxic Cloud (Spell 2)
    Cure (Spell B)
    Augury (Spell B)
    Sickle +1 (Weapon 2)
    Heavy Crossbow (Weapon B)


    2-2B: LIFE’S TOUGH IN THE BIG CITY
    Read the Following Aloud: There is no place more storied in Magnimar than Underbridge. (That’s the area under the crumbling remains of the
    Irespan.) And unfortunately, that’s where you find yourself today.

    Earlier in the day, after word spread of your rescue of the wedding party in the Alabaster District, you were visited by members of the city watch. A Lieutenant Kasadei sought your services.

    “We could use some help,” Kasadei explained. “The rogues’ guilds of Underbridge are a nasty sort. And right now, they look to come to blows. Now there’s only so much the watch can do to prevent their turf wars from spilling into the streets and harming the innocent. Heck, even harming the guilty is pretty hard to prevent.

    “But if you’re willing, you might be able to stem some of the bloodshed. The various Sczarni gangs—the Gallowed, the Creepers, the Washside Wranglers, the Tower Girls, Doolun’s Lads, and the Wreckwash Blades—all are seeking the return of their stolen property. Each of them has had some specific things stolen, or kidnapped, or what have you. Of course, they’re not going to accept our help in getting them back from each other. But they don’t know you. All they know is that you broke up a nasty scrape last night. So you’ve got that reputation going. Maybe the gangs’ll respect it?”

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


    During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

    During This Scenario:

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

    1: The Gallowed—If there are at least 4 weapons in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.

    2: The Creepers—If there are at least 4 spells in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.

    3: The Washside Wranglers—If there are at least 4 armors in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.

    4: The Tower Girls—If there are at least 4 items in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.

    5: Doolun’s Lads—If there are at least 4 allies in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.

    6: The Wreckwash Blades—If there are at least 4 blessings in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.

    To win the scenario, close all of the locations.

    Scenario Level (#): 2

    Turn: 0, Uliah/TheChu

    Random Cards:

    Monsters
    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:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

    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.

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 5 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 Merisiel/AbrahamZ.
    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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Zetha/tcolmaster01
    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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 9 Sajan/Gimry
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Merisiel/AbrahamZ.
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 Sajan/Gimry
    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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 14 Merisiel/AbrahamZ.
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 15 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Zetha/tcolmaster01
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Uliah/TheChu:
    Spoiler:
    Hourglass Card 16 Uliah/TheChu
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Sajan/Gimry:
    Spoiler:
    Hourglass Card 17 Sajan/Gimry
    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 18 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 18 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Zetha/tcolmaster01
    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 20 Uliah/TheChu:
    Spoiler:
    Hourglass Card 20 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 21 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 22 Merisiel/AbrahamZ.
    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 23 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Zetha/tcolmaster01
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 24 Uliah/TheChu:
    Spoiler:
    Hourglass Card 24 Uliah/TheChu
    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 25 Sajan/Gimry:
    Spoiler:
    Hourglass Card 25 Sajan/Gimry
    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 26 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 26 Merisiel/AbrahamZ.
    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 27 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 27 Zetha/tcolmaster01
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 28 Uliah/TheChu:
    Spoiler:
    Hourglass Card 28 Uliah/TheChu
    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 29 Sajan/Gimry:
    Spoiler:
    Hourglass Card 29 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 30 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 30 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

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

    Location #4: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

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

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


    Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

    Starting Location: Wooden Bridge

    "

    Zetha wrote:

    Hand: Ruby of Charisma, Bound Imp, Cape of Escape, Blessing of Iomedae, Bound Magma Spirit, Augury (Core),

    Displayed: Ahtez,
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Lamashtu, Binder's Tome, Blessing of Sivanah, Blackwing Librarian, Summon Minor Monster, Blessing of Pharasma, Mind's Eye Blade, Detect Magic, Good Omen (Core), Cure (Core), Toad
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([ ] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier).

    "


    Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

    Uliah starts at the Prison.

    Uliah wrote:

    Hand: Throwing Axe (Core), Cruel Longsword, Cure (Core), Deathgrip, Camel, Riding Horse,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Prison
    Hero Points: 2
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: Saving for myself - None
    * Throwing Axe - Add 1d6 to local combat check (recharges)
    * Cure - Heal local character 1d4+1 cards
    Movement:
    Move me to the Rusty Dragon, Shadow Clock, or to another ally if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, The Keep, Mattock, Horse, Glorious Warhammer, Divine Insight, Orison, Covering Heavy Shield, Holy Light, Blessing of the Gods, Iomedae's Justice
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (□ or an ally) to add 1d4 (□ +1).
    - At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discards.
    - On your (□ or a local character's) check against an Undead bane, add 1d8 and the Magic trait.
    - Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat. Note this reward on your Chronicle sheet, and cross it off when used. Used: □


    Deck Handler

    Start at Junk Beach.

    "

    Merisiel wrote:

    Hand: Kama, Sword Cane (Core), Emerald of Dexterity, Archer (Core), Blessing of Abadar 1,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Junk Beach
    Hero Points: 3
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spy, Sharper, Thieves' Tools, Animalbane Dagger +1, Cockroach Coat, Dagger (Core), Masterwork Tools, Blessing of Abadar 2, Quick-Change Mask, Sorrowsoul, Magic Leather Armor (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dex +2
    Disable: Dex +2
    Stealth: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Item or Knife Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    When you encounter a card, if you are the only local character (☐ or it is not your turn), you may evade it.
    When you would recharge or discard a Knife weapon for its power, you may reload it instead.
    On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.

    "


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Start at Wooden Bridge

    Sajan wrote:

    HAND: Amulet of Fiery Fists, Amulet of Mighty Fists, Blessing of Gorum, Desna's Freedom, Gorum's Iron

    DISPLAYED:
    Deck: 12 | Discards: 0 | Bury Pile: 0
    Current Location: Wooden Bridge
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:

    DECK, DISCARDS, AND BURIED:

    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☐+2 ☐+3
      Melee: Strength+1
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.
     
    FAVORED CARD TYPE: Blessing


    During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

    During This Scenario:

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

    1: The Gallowed—If there are at least 4 weapons in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.

    2: The Creepers—If there are at least 4 spells in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.

    3: The Washside Wranglers—If there are at least 4 armors in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.

    4: The Tower Girls—If there are at least 4 items in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.

    5: Doolun’s Lads—If there are at least 4 allies in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.

    6: The Wreckwash Blades—If there are at least 4 blessings in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.

    To win the scenario, close all of the locations.

    Scenario Level (#): 2

    Turn: 1, Sajan/Gimry

    Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    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:
    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:
    Maester Grump
    RotR
    Ally 2
    Traits:
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    OR Wisdom
    Divine 8
    Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
    Discard this card to explore your location.

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Zetha/tcolmaster01
    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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 3 Uliah/TheChu
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Sajan/Gimry:
    Spoiler:
    Hourglass Card 4 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Merisiel/AbrahamZ.
    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 6 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Zetha/tcolmaster01
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Uliah/TheChu:
    Spoiler:
    Hourglass Card 7 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 8 Sajan/Gimry
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Merisiel/AbrahamZ.
    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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Zetha/tcolmaster01
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Uliah/TheChu:
    Spoiler:
    Hourglass Card 11 Uliah/TheChu
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 12 Sajan/Gimry:
    Spoiler:
    Hourglass Card 12 Sajan/Gimry
    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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 Merisiel/AbrahamZ.
    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 14 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 14 Zetha/tcolmaster01
    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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 15 Uliah/TheChu
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Sajan/Gimry:
    Spoiler:
    Hourglass Card 16 Sajan/Gimry
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 17 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 18 Zetha/tcolmaster01
    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 19 Uliah/TheChu:
    Spoiler:
    Hourglass Card 19 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 20 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Merisiel/AbrahamZ.
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 22 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 22 Zetha/tcolmaster01
    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 23 Uliah/TheChu:
    Spoiler:
    Hourglass Card 23 Uliah/TheChu
    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 24 Sajan/Gimry:
    Spoiler:
    Hourglass Card 24 Sajan/Gimry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 25 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 25 Merisiel/AbrahamZ.
    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 26 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 26 Zetha/tcolmaster01
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 27 Uliah/TheChu:
    Spoiler:
    Hourglass Card 27 Uliah/TheChu
    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 28 Sajan/Gimry:
    Spoiler:
    Hourglass Card 28 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 29 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 29 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Junk Beach Card 1:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Junk Beach Card 2:
    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.
    Junk Beach Card 3:
    Wand of Force Missile
    RotR
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Junk Beach Card 4:
    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.
    Junk Beach Card 5:
    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.
    Junk Beach Card 6:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Junk Beach Card 7:
    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.
    Junk Beach Card 8:
    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.
    Junk Beach Card 9:
    Pit Trap
    RotR
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Location #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Shadow Clock Card 1:
    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.
    Shadow Clock Card 2:
    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.
    Shadow Clock Card 3:
    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.
    Shadow Clock 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.
    Shadow Clock Card 5:
    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.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    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.
    Shadow Clock 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.
    Shadow Clock Card 9:
    Large Chest
    RotR
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None
    The Rusty Dragon Card 1:
    Sheriff Hemlock
    RotR
    Ally B
    Traits:
    Human
    Warrior
    To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to add 1d6 to a combat check.
    Discard this card to explore your location.
    The Rusty Dragon Card 2:
    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.
    The Rusty Dragon Card 3:
    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.
    The Rusty Dragon Card 4:
    Blast Stone
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Object
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.
    The Rusty Dragon Card 5:
    Mystic Inscription
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Magic
    To Defeat:
    Intelligence
    Arcane 10
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.
    The Rusty Dragon Card 6:
    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.
    The Rusty Dragon Card 7:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.
    The Rusty Dragon Card 8:
    Shalelu Andosana
    RotR
    Ally B
    Traits:
    Elf
    Scout
    To Acquire:
    Wisdom
    Perception 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.
    Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
    The Rusty Dragon 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.

    Location #4: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Warrens Card 1:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Warrens Card 2:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Warrens Card 3:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    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:
    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.
    Warrens Card 6:
    Dagger +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
    Warrens Card 7:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 8:
    Wand of Shield
    RotR
    Item 1
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Warrens Card 9:
    Large Chest
    RotR
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Location #5: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, Sajan/Gimry, None
    Wooden Bridge Card 1:
    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.
    Wooden Bridge Card 2:
    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.
    Wooden Bridge Card 3:
    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.
    Wooden Bridge Card 4:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Wooden Bridge Card 5:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    Wooden Bridge Card 6:
    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.
    Wooden Bridge Card 7:
    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.
    Wooden Bridge Card 8:
    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.
    Wooden Bridge Card 9:
    Traitor
    RotR
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11
    Before the encounter, discard a random ally from your hand.

    Location #6: Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Uliah/TheChu, None
    Prison Card 1:
    Plague Zombie
    RotR
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Prison Card 2:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Prison Card 3:
    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.
    Prison Card 4:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Prison Card 5:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Prison Card 6:
    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.
    Prison 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.
    Prison 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.
    Prison Card 9:
    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.


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Shelyn
    Hour Power:No effect.
    Location: Wooden Bridge
    Location Power:You may discard 2 cards to evade an encounter.
    Adventure Powers:
    Scenario Powers:

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

    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.

    Shuffle this into the Rusty Dragon

    Bandit:

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

    Recharge Amulet of Might Fists

    Combat 8: 1d8 + 2 + 1d10 + 1 + 1d8 ⇒ (7) + 2 + (2) + 1 + (3) = 15

    Roll Details:

    Combat(Melee) - 1d8+2
    Flurry of Blows - 1d10+1
    Amulet of Fiery Fists - 1d8

    Recharge Gorums Iron for Flurry of Blows

    Scenario: 1d6 ⇒ 2 -> Spells

    Sajan wrote:

    HAND: Amulet of Fiery Fists, Staff of Minor Healing, Blessing of Gorum, Blessing of the Gods, Desna's Freedom

    DISPLAYED:
    Deck: 12 | Discards: 0 | Bury Pile: 0
    Current Location: Wooden Bridge
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:

    DECK, DISCARDS, AND BURIED:

    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☐+2 ☐+3
      Melee: Strength+1
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Merisiel - Junk Beach 1-10 remain
    Shadow Clock 1-10 remain
    The Rusty Dragon 1-10+1 remain
    Warrens 1-10 remain
    Zetha, Sajan - Wooden Bridge 2-10 remain
    Uliah - Prison 1-10 remain


  • Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

    Bury Cape of Escape, Evade Bandit, Move to Warrens


    During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

    During This Scenario:

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

    Bandit:

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

    1: The Gallowed—If there are at least 4 weapons in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.

    2: The Creepers—If there are at least 4 spells in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.

    3: The Washside Wranglers—If there are at least 4 armors in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.

    4: The Tower Girls—If there are at least 4 items in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.

    5: Doolun’s Lads—If there are at least 4 allies in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.

    6: The Wreckwash Blades—If there are at least 4 blessings in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.

    To win the scenario, close all of the locations.

    Scenario Level (#): 2

    Turn: 2, Merisiel/AbrahamZ.

    Random Cards:

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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 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: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Zetha/tcolmaster01
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Uliah/TheChu:
    Spoiler:
    Hourglass Card 2 Uliah/TheChu
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Sajan/Gimry:
    Spoiler:
    Hourglass Card 3 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 4 Merisiel/AbrahamZ.
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Zetha/tcolmaster01
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Uliah/TheChu:
    Spoiler:
    Hourglass Card 6 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 7 Sajan/Gimry
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 8 Merisiel/AbrahamZ.
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Zetha/tcolmaster01
    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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 10 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 11 Sajan/Gimry
    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 12 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 12 Merisiel/AbrahamZ.
    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 13 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Zetha/tcolmaster01
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Uliah/TheChu:
    Spoiler:
    Hourglass Card 14 Uliah/TheChu
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Sajan/Gimry:
    Spoiler:
    Hourglass Card 15 Sajan/Gimry
    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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 16 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 17 Zetha/tcolmaster01
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Uliah/TheChu:
    Spoiler:
    Hourglass Card 18 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 19 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 20 Merisiel/AbrahamZ.
    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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 21 Zetha/tcolmaster01
    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 22 Uliah/TheChu:
    Spoiler:
    Hourglass Card 22 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 23 Sajan/Gimry
    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 24 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 24 Merisiel/AbrahamZ.
    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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 25 Zetha/tcolmaster01
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 26 Uliah/TheChu:
    Spoiler:
    Hourglass Card 26 Uliah/TheChu
    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 27 Sajan/Gimry:
    Spoiler:
    Hourglass Card 27 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 28 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 28 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Junk Beach Card 1:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Junk Beach Card 2:
    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.
    Junk Beach Card 3:
    Wand of Force Missile
    RotR
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Junk Beach Card 4:
    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.
    Junk Beach Card 5:
    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.
    Junk Beach Card 6:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Junk Beach Card 7:
    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.
    Junk Beach Card 8:
    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.
    Junk Beach Card 9:
    Pit Trap
    RotR
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Location #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Shadow Clock Card 1:
    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.
    Shadow Clock Card 2:
    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.
    Shadow Clock Card 3:
    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.
    Shadow Clock 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.
    Shadow Clock Card 5:
    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.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    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.
    Shadow Clock 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.
    Shadow Clock Card 9:
    Large Chest
    RotR
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here: None
    The Rusty Dragon Card 1:
    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.
    The Rusty Dragon Card 2:
    Sheriff Hemlock
    RotR
    Ally B
    Traits:
    Human
    Warrior
    To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to add 1d6 to a combat check.
    Discard this card to explore your location.
    The Rusty Dragon Card 3:
    Blast Stone
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Object
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.
    The Rusty Dragon Card 4:
    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.
    The Rusty Dragon Card 5:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    The Rusty Dragon Card 6:
    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.
    The Rusty Dragon 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.
    The Rusty Dragon Card 8:
    Shalelu Andosana
    RotR
    Ally B
    Traits:
    Elf
    Scout
    To Acquire:
    Wisdom
    Perception 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.
    Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
    The Rusty Dragon Card 9:
    Mystic Inscription
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Magic
    To Defeat:
    Intelligence
    Arcane 10
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.
    The Rusty Dragon Card 10:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

    Location #4: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None
    Warrens Card 1:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Warrens Card 2:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Warrens Card 3:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    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:
    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.
    Warrens Card 6:
    Dagger +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
    Warrens Card 7:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 8:
    Wand of Shield
    RotR
    Item 1
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Warrens Card 9:
    Large Chest
    RotR
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Location #5: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Sajan/Gimry, None
    Wooden Bridge Card 1:
    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.
    Wooden Bridge Card 2:
    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.
    Wooden Bridge Card 3:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Wooden Bridge Card 4:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    Wooden Bridge Card 5:
    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.
    Wooden Bridge Card 6:
    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.
    Wooden Bridge Card 7:
    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.
    Wooden Bridge Card 8:
    Traitor
    RotR
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11
    Before the encounter, discard a random ally from your hand.

    Location #6: Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Uliah/TheChu, None
    Prison Card 1:
    Plague Zombie
    RotR
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Prison Card 2:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Prison Card 3:
    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.
    Prison Card 4:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Prison Card 5:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Prison Card 6:
    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.
    Prison 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.
    Prison 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.
    Prison Card 9:
    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.


    Deck Handler

    It is the hour of the Gods.

    Move to: Shadow Clock
    Location Power: At the start of your turn, recharge your hand and draw up to your hand size.

    Free exploration

    Shadow Clock Card 1 is 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.

    Reveal Kama
    Recharge Archer
    Merisiel power: recharge Emerald of Dex
    Combat 9+2=11: 1d12 + 3 + 1d6 + 1d4 + 1d6 - 4 ⇒ (1) + 3 + (6) + (2) + (2) - 4 = 10
    Use Paizo tshirt to reroll the d12
    Combat 11: 1d12 + 9 ⇒ (6) + 9 = 15

    Discard Abadar 1 to explore

    Shadow Clock Card 2 is 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.

    Scenario power: Shuffle Magic Half-Plate into Rusty Dragon.

    Bandit:

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

    BYA recharge sword cane
    Combat 8, kama: 1d12 + 3 + 1d6 ⇒ (10) + 3 + (1) = 14

    scenario power: 1d6 ⇒ 5 No effect.

    Reset Hand

    Display Coat

    Board Status
    Most Recent BR Refresh
    Junk Beach 1-9 remain
    Merisiel - Shadow Clock 3-9 remain
    The Rusty Dragon 1-10+1 remain // Guide
    Zetha - Warrens 1-9 remain
    Sajan - Wooden Bridge 1-8 remain
    Uliah - Prison 1-9 remain

    "

    Merisiel wrote:

    Hand: Kama, Dagger (Core), Quick-Change Mask, Sharper,

    Displayed: Cockroach Coat,
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Shadow Clock
    Hero Points: 3
    Tshirt Reroll: Used
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Leather Armor (Core), Sorrowsoul, Masterwork Tools, Animalbane Dagger +1, Thieves' Tools, Blessing of the Spy, Blessing of Abadar 2
    Recharged: Archer (Core), Emerald of Dexterity, Sword Cane (Core),
    Discard Pile: Blessing of Abadar 1,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Acrobatics: Dex +2
    Disable: Dex +2
    Stealth: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Item or Knife Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons
    POWERS:
    When you encounter a card, if you are the only local character (☐ or it is not your turn), you may evade it.
    When you would recharge or discard a Knife weapon for its power, you may reload it instead.
    On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.

    "


    Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

    Out of Turn Updates: None

    Turn - Hour:Blessing of Shelyn
    Hour Rules: None
    SOT: Draw 1 RNG Monster: Rat Swarm
    Move: XX -> YY
    Location Powers: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    Explore: Goblin Warrior
    Location Power: 1d5 ⇒ 2
    Combat 9: 1d10 + 4 ⇒ (4) + 4 = 8
    Combat 9 Paizo Product Reroll: 1d10 + 4 ⇒ (10) + 4 = 14
    Defeated
    Discard Blessing of Iomadae to explore:

    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.

    Location Power: 1d5 ⇒ 3
    BYA Not applicable
    Combat 8: 1d10 + 4 ⇒ (8) + 4 = 12
    Defeated

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Goblin Warrior, Goblin Warchanter
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None
    "

    Zetha wrote:

    Hand: Ruby of Charisma, Bound Imp, Toad, Rat Swarm, Bound Magma Spirit, Augury (Core),

    Displayed: Ahtez,
    Deck: 10 Discard: 1 Buried: 1
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Summon Minor Monster, Blessing of Lamashtu, Binder's Tome, Blackwing Librarian, Blessing of Sivanah, Good Omen (Core), Detect Magic, Mind's Eye Blade, Blessing of Pharasma, Cure (Core)
    Recharged:
    Discard Pile: Blessing of Iomedae,
    Buried Pile: Cape of Escape,

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([ ] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier).

    "


    During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

    During This Scenario:

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

    Bandit:

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

    1: The Gallowed—If there are at least 4 weapons in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.

    2: The Creepers—If there are at least 4 spells in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.

    3: The Washside Wranglers—If there are at least 4 armors in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.

    4: The Tower Girls—If there are at least 4 items in your location
    deck, your location is automatically closed. Before closing,
    shuffle all of its boons and deal them as evenly as possible into
    any open location decks, then shuffle those decks.

    5: Doolun’s Lads—If there are at least 4 allies in your location deck,
    your location is automatically closed. Before closing, shuffle all
    of its boons and deal them as evenly as possible into any open
    location decks, then shuffle those decks.

    6: The Wreckwash Blades—If there are at least 4 blessings in your
    location deck, your location is automatically closed. Before
    closing, shuffle all of its boons and deal them as evenly as
    possible into any open location decks, then shuffle those decks.

    To win the scenario, close all of the locations.

    Scenario Level (#): 2

    Turn: 4, Uliah/TheChu

    Random Cards:

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

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

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

    Spoiler:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

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

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

    Spoiler:
    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:
    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:
    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.

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

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

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

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

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

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

    Spoiler:
    Holy Light
    RotR
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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 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: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 Merisiel/AbrahamZ.
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 Uliah/TheChu
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Sajan/Gimry:
    Spoiler:
    Hourglass Card 5 Sajan/Gimry
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 Merisiel/AbrahamZ.
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Zetha/tcolmaster01
    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 8 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 Uliah/TheChu
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 9 Sajan/Gimry:
    Spoiler:
    Hourglass Card 9 Sajan/Gimry
    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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Merisiel/AbrahamZ.
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 Sajan/Gimry
    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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 14 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Zetha/tcolmaster01
    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 16 Uliah/TheChu:
    Spoiler:
    Hourglass Card 16 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Sajan/Gimry:
    Spoiler:
    Hourglass Card 17 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 18 Merisiel/AbrahamZ.
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Zetha/tcolmaster01
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 20 Uliah/TheChu:
    Spoiler:
    Hourglass Card 20 Uliah/TheChu
    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 21 Sajan/Gimry:
    Spoiler:
    Hourglass Card 21 Sajan/Gimry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 22 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 22 Merisiel/AbrahamZ.
    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 23 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Zetha/tcolmaster01
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Uliah/TheChu:
    Spoiler:
    Hourglass Card 24 Uliah/TheChu
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 25 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 26 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 26 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Junk Beach Card 1:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Junk Beach Card 2:
    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.
    Junk Beach Card 3:
    Wand of Force Missile
    RotR
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Junk Beach Card 4:
    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.
    Junk Beach Card 5:
    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.
    Junk Beach Card 6:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Junk Beach Card 7:
    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.
    Junk Beach Card 8:
    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.
    Junk Beach Card 9:
    Pit Trap
    RotR
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Location #2: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/AbrahamZ., None
    Shadow Clock Card 1 (Carrionstorm):
    Carrionstorm
    RotR
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.
    Shadow Clock Card 2:
    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.
    Shadow Clock Card 3:
    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.
    Shadow Clock Card 4:
    Large Chest
    RotR
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Shadow Clock Card 5:
    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.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    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.
    Shadow Clock Card 8:
    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.

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here: None
    The Rusty Dragon Card 1 (Ghost):
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    The Rusty Dragon Card 2:
    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.
    The Rusty Dragon Card 3:
    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.
    The Rusty Dragon Card 4:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.
    The Rusty Dragon Card 5:
    Shalelu Andosana
    RotR
    Ally B
    Traits:
    Elf
    Scout
    To Acquire:
    Wisdom
    Perception 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.
    Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
    The Rusty Dragon Card 6:
    Sheriff Hemlock
    RotR
    Ally B
    Traits:
    Human
    Warrior
    To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to add 1d6 to a combat check.
    Discard this card to explore your location.
    The Rusty Dragon Card 7:
    Blast Stone
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Object
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.
    The Rusty Dragon Card 8:
    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.
    The Rusty Dragon Card 9:
    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.
    The Rusty Dragon Card 10:
    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.
    The Rusty Dragon Card 11:
    Mystic Inscription
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Magic
    To Defeat:
    Intelligence
    Arcane 10
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.
    The Rusty Dragon Card 12:
    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.

    Location #4: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None
    Warrens Card 1:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Warrens Card 2:
    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 3:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Warrens Card 4:
    Dagger +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
    Warrens Card 5:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Warrens Card 6:
    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.
    Warrens Card 7:
    Large Chest
    RotR
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Location #5: Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Sajan/Gimry, None
    Wooden Bridge Card 1:
    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.
    Wooden Bridge Card 2:
    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.
    Wooden Bridge Card 3:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Wooden Bridge Card 4:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    Wooden Bridge Card 5:
    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.
    Wooden Bridge Card 6:
    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.
    Wooden Bridge Card 7:
    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.
    Wooden Bridge Card 8:
    Traitor
    RotR
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11
    Before the encounter, discard a random ally from your hand.

    Location #6: Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Uliah/TheChu, None
    Prison Card 1:
    Plague Zombie
    RotR
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Prison Card 2:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Prison Card 3:
    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.
    Prison Card 4:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    Prison Card 5:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Prison Card 6:
    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.
    Prison 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.
    Prison 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.
    Prison Card 9:
    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.


    Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

    ========================
    Uliah starts his turn.
    Hour: Blessing of Erastil
    Hour Power:No effect.
    Location: Prison
    Location Power: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    Scenario Powers: When you would encounter a boon, shuffle it into another
    open location deck instead; if you are at the only open location,
    shuffle it into your location deck. Then, each character at your
    location summons and encounters the henchman Bandit. After all
    henchman encounters are resolved, if at least 1 character defeated
    her henchman, examine your location deck, then roll 1d6 (see box posts for details).
    To win the scenario, close all of the locations.

    Uliah explores the Prison.

    Plague Zombie:

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

    Combat 11: 1d6 + 1 + 2 + 1d8 + 1 + 1d4 + 1d8 ⇒ (5) + 1 + 2 + (8) + 1 + (4) + (5) = 26

    Roll Details:

    Melee: 1d6+1+2
    Cruel Longsword (Reveal): 1d8+1
    Reveal a Mount: 1d4
    Undead Bane: 1d8

    Discarding Camel to explore again (with bonus to Survival checks)

    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.

    BYA Wisdom 8: 1d10 ⇒ 5

    Roll Details:

    Wisdom: 1d10

    Combat 8: 1d6 + 1 + 2 + 1d4 ⇒ (6) + 1 + 2 + (2) = 11

    Roll Details:

    Melee: 1d6+1+2
    Reveal a Mount: 1d4

    Uliah wrote:

    Hand: Throwing Axe (Core), Cruel Longsword, Cure (Core), Deathgrip, Holy Light, Riding Horse,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Prison
    Hero Points: 2
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: Saving for myself - None
    * Throwing Axe - Add 1d6 to local combat check (recharges)
    * Cure - Heal local character 1d4+1 cards
    Movement:
    Move me to the Rusty Dragon, Shadow Clock, or to another ally if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Iomedae's Justice, Covering Heavy Shield, Mattock, The Keep, Divine Insight, Horse, Augury, Blessing of the Gods, Glorious Warhammer
    Recharged:
    Discard Pile: Camel,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (□ or an ally) to add 1d4 (□ +1).
    - At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discards.
    - On your (□ or a local character's) check against an Undead bane, add 1d8 and the Magic trait.
    - Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat. Note this reward on your Chronicle sheet, and cross it off when used. Used: □

    End of Turn Summary:
    - Defeated Cards 1, 2 of Prison (Plague Zombie, Goblin Warchanter)
    - Discarded Camel

    Board Status
    Most Recent BR Refresh
    Junk Beach 1-9 remain
    Merisiel - Shadow Clock 3-9 remain
    The Rusty Dragon 1-10+1 remain // Guide
    Zetha - Warrens 1-9 remain
    Sajan - Wooden Bridge 1-8 remain
    Uliah - Prison 3-9 remain


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Wooden Bridge
    Location Power:You may discard 2 cards to evade an encounter.
    Adventure Powers:
    Scenario Powers:

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

    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.

    Shuffle into Prison

    Bandit:

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

    Recharge Amulet for BYA

    Combat 8: 1d8 + 2 + 1d8 + 1d8 ⇒ (5) + 2 + (6) + (4) = 17

    Roll Details:

    Combat(Melee) - 1d8+2
    Double Blessed - 1d8+1d8

    Use Gorum to double bless

    Scenario Power: 1d6 ⇒ 1 No Effect

    Discard Gods to explore again

    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.

    Shuffle into Rusty Dragon

    Bandit:

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

    Recharge Staff of Minor Healing for BYA

    Combat 8: 1d8 + 2 + 1d10 + 1 ⇒ (6) + 2 + (10) + 1 = 19

    Roll Details:

    Combat(Melee) - 1d8+2
    Flurry of Blows - 1d10+1

    Rechrage Desna's Freedom for Flurry of Blows

    Scenario Power: 1d6 ⇒ 4 No Effect

    Sajan wrote:

    HAND: Orison, Earthbreaker, Thieves' Tools, Giantbane Greataxe, Blessing of Pharasma

    DISPLAYED:
    Deck: 11 | Discards: 1 | Bury Pile: 0
    Current Location: Wooden Bridge
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☐+2 ☐+3
      Melee: Strength+1
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Junk Beach 1-9 remain
    Merisiel - Shadow Clock 1-8 remain
    The Rusty Dragon 1-12+1 remain
    Zetha - Warrens 1-7 remain
    Sajan - Wooden Bridge 3-8 remain
    Uliah - Prison 3-9+1 remain

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    The parlor of Stavros Nightcrescent, a vampire Blood Lord whose ambitions would have swallowed all of Mechitar and beyond, is empty. The finest ashes float through the stagnant air, past luxuriant crimson drapes, brocade valances, and gothic stonework on a grand scale—the only vestiges of Sellortia’s master, whom you have destroyed.

    As Nightcrescent’s final earthly remains fall like snow, you realize that the room’s imagery is far more sinister than you had previously noticed. Carved into the stonework are the snarling visages of horned devils, pit fiends, and other diabolic horrors, alongside depictions of what you presume are the remains of their victims. You realize that, before you accosted him, Nightcrescent had been chanting before an altar ringed with unnervingly realistic statues of skeletons. Encompassing the entire top of the dais, drawn in dark, sludgy ink—it is ink, isn’t it?—is a pentagram, gently pulsing with an unknowable light.

    And, of course, there’s the gasping, seething portal behind it that you believe is a hellmouth straight to the Pit. The hairs on
    the back of your neck stand as you slink toward the altar. The open book atop it provides some clues.

    It takes you some time to parse the written Infernal, but the tome contains diabolic devotions to hellish forces. Specifically,Nightcrescent paid obeisance to Moloch, the Ashen Bull and archdevil of Malebolge, the sixth layer of Hell. Through Moloch, Nightcrescent had sought ties to something called the Revenant Court ancient catacombs beneath a bolgia in Malebolge that are home to the eldest of vampirekind. Most of these vampires slumber, except when roused by powerful and unholy faithful who offer proper fealty. The unholy tome lists a contingent of the Court’s elder Hell-vampires, and one name catches your eye.

    Yeleth of the First Blood. The name the woman who emerged from the hellmouth claimed before she chuckled at your destruction of Nightcrescent and sauntered back to the Pit.

    That hellmouth is still open, and Nightcrescent’s unholy devotions suggest that it leads straight to Yeleth’s lair.

    It’s time to confront the vampire who pulled a Blood Lord’s strings once and for all. But do you choose to face her in battle, or seek a deal—one that might place the power of Hell itself into your hands?


    Deck Handler

    Upgrades:

    Item 6: 1d1000 ⇒ 713 Replace Alkali Flask with Fuse Grenade
    Spell 5: 1d1000 ⇒ 100 Replace Dragon's Breath with Death's Touch

    Spend Hero Point on ? - not sure yet, posed question in Discord. After spending hero point will have 7 hp in the bank.

    Not interested in the new loot card but will continue to take Impossible Bottle loot (swapping out Wyvern Poison as usual).


    Rewards
    For the rest of the Adventure Path, when setting up each scenario, character may temporarily replace an ally in her deck with the loot Alise Grogblud. At the end of each scenario, return the loot to the game box.

    Lady Cerise Bloodmourn (Ally 4)
    Barracuda Aiger (Ally 5)
    Blackcloth Armor (Armor 2)
    Blessing of Besmara (Blessing 1)
    Blessing of the Gods (Blessing B)
    Blessing of Geryon (Blessing 6)
    Potion of Healing (Item B)
    Bottled Lightning (Item 5)
    Net of Snaring (Item 4)
    Sea Tyrant's Patch (Item 3)
    Besmara's Bones (Item 2)
    Alkali Flask (Item 4)
    Fuse Grenade (Item 6)
    Wall of Blades (Spell 5)
    Animated Weapon (Spell 2)
    Raise Dead (Spell 5)
    Sharpshooter's Blade (Weapon 3)
    Navigator Musket +1 (Weapon 3)


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    If I get it:
    Hero Point: Blessing +1
    Blessing 1: 1d1000 ⇒ 657

    Else do the same for highest tier Item card remaining and add one in of appropriate tier.


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    Hero Point
    Skill Feat: Cha

    Upgrades
    Pass


    Deck Handler

    Spend hero point on:
    Power Feat (7): After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)


    Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    Hero Point:
    Skill Feat - Wisdom (+3)

    Upgrade Preference Order:
    None


    Deck Handler

    Just noting that since I received the Item 6 upgrade I went ahead and replaced Alkali Flask with Fuse Grenade as previously stated.


    REWARD
    Each character chooses weapon or spell and draws a card of that type from the box.

    Tidepool Dragon (Ally 1)
    Baby Triceratops (Ally 6)
    Breastplate of the Deep (Armor 5)
    Blessing of Milani (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of Kelizandri (Blessing 3)
    Blessing of the Gods (Blessing B)
    Blessing of Achaekek (Blessing B)
    Blessing of Norgorber (Blessing 5)
    Blessing of Besmara (Blessing 1)
    Powder Keg (Item 3)
    Fuse Grenade (Item 6)
    Tot Flask (Item B)
    Alkali Flask (Item 4)
    Potion of Heroism (Item 1)
    Bottled Lightning (Item 5)
    Tot Flask (Item B)
    Potion of Flying (Item 3)
    Falchion +3 (Weapon 6)
    Icy Boarding Pike +1 (Weapon B)
    Furious Broadsword +2 (Weapon 6)
    Pepperbox (Weapon 1)
    Keen Rapier +3 (Weapon 5)


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    Hero Point: Hand Size = 7

    Weapon 6: 1d1000 ⇒ 990
    Replace Cruel Longsword with Commander's Falchion

    Give Weapon/Spell reward to someone else who needs it.


    During This Adventure:

    During This Scenario:

    Additional Rules: Treat the villain Jemma Redclaw as if it is the villain Mugslup, and the henchman Ruffian as if it is the henchman Brineborn Giant.

    When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

    Cogsnap Goodies:

    Spoiler:
    Bottled Lightning
    SS Item 5
    Traits: Liquid Attack Electricity Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Spoiler:
    Alchemical Glue
    SS Item 1
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 7
    Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

    Spoiler:
    Potion of Flying
    SS Item 3
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 10
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

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

    Spoiler:
    Powder Keg
    SS Item 3
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 11
    When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.

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

    Spoiler:
    Bottled Lightning
    SS Item 5
    Traits: Liquid Attack Electricity Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Spoiler:
    Potion of Flying
    SS Item 3
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 10
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

    Scenario Level (#): 6

    Turn: 0, Reiko/Gimry

    Party's current ship: Man's Promise:

    Ship 1
    Traits:

    To Defeat:
    Wisdom
    Survival 6
    OR Charisma
    Diplomacy 8
    When Encountering This Ship:
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it_
    When Commanding This Ship:
    You may discard a card from the blessings deck to explore your location_
    :

    Random Cards:

    Monsters
    Spoiler:
    Cyclops
    SS
    Monster 4
    Traits:
    Giant
    Cyclops
    To Defeat:
    Combat 22
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Spoiler:
    Giant Rock Crab
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 13
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Spoiler:
    Sea Cat
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 12
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

    Spoiler:
    Canopy Creeper
    SS
    Monster 2
    Traits:
    Plant
    To Defeat:
    Combat 12
    The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
    If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
    Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

    Spoiler:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

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

    Spoiler:
    Wyvern Blade Trap
    SS
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

    Spoiler:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Spoiler:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

    Spoiler:
    Social Niceties
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 14
    If defeated, you may bury a card to add a random ally from the box to your hand.
    If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Weapons
    Spoiler:
    Falchion +3
    SS
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; 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.
    If any d4 rolled on this check is a 4, count it as a 5.

    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spoiler:
    Grayflame Mace +2
    SS
    Weapon 5
    Traits:
    Mace
    Melee
    Bludgeoning
    Magic
    To Acquire:
    Strength
    Melee
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.

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

    Spoiler:
    Toxic Blunderbuss +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Spells
    Spoiler:
    Tsunami
    SS
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

    Spoiler:
    Geyser
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Fire
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    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 10 check to recharge this card instead of discarding it.

    Spoiler:
    World Wave
    SS
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
    For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

    Spoiler:
    Illuminate
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d8 to any Ranged combat check.
    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:
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

    Armors
    Spoiler:
    Fortified Shell Armor
    SS
    Armor 3
    Traits:
    Heavy Armor
    Magic
    Aquatic
    Elite
    To Acquire:
    ConstitutionFortitude 8
    Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite
    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:
    Blackcloth Armor
    SS
    Armor 2
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    If you are the only character at your location, you may reveal this card to add 1 to your combat 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:
    Flaming Buckler Gun
    SS
    Armor 6
    Traits:
    Shield
    Firearm
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    THEN Constitution
    Fortitude 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    If youa re proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Benevolent Buckler
    SS
    Armor 1
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Items
    Spoiler:
    Potion of Flying
    SS
    Item 3
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 10
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

    Spoiler:
    Pearl of Magic
    SS
    Item 6
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

    Spoiler:
    Fuse Grenade
    SS
    Item 6
    Traits:
    Liquid
    Attack
    Bludgeoning
    Fire
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 13
    For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

    Spoiler:
    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Spoiler:
    Gloves of Dueling
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Swashbuckling
    To Acquire:
    Charisma
    Diplomacy 13
    Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

    Allies
    Spoiler:
    Albatross
    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

    Spoiler:
    Crimson Cogward
    SS
    Ally 1
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Strength
    Melee 6
    OR Charisma
    Diplomacy 7
    Discard this card and bury another card to succeed at your check to acquire a boon.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Master of the Gales
    SS
    Ally 6
    Traits:
    Human
    Druid
    Pirate
    To Acquire:
    Charisma
    Diplomacy 14
    Bury this card to succeed at your non-combat check while on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Barefoot Samms Toppin
    SS
    Ally B
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Dindreann
    SS
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy 11
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

    Blessings
    Spoiler:
    Blessing of Erastil
    SS
    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 any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your 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
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your 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 Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 1 Jirelle/TheChu
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution 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 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your 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 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your 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 Reiko/Gimry:
    Spoiler:
    Hourglass Card 4 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your 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 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 5 Jirelle/TheChu
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your 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 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Oloch/tcolmaster01
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Reiko/Gimry:
    Spoiler:
    Hourglass Card 8 Reiko/Gimry
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    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 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 9 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your 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 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Cogsnap/AbrahamZ.
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    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 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Oloch/tcolmaster01
    Blessing of Geryon
    SS
    Blessing 6
    Traits:
    Divine
    Geryon
    To Acquire:
    Charisma
    Diplomacy 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
    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 Reiko/Gimry:
    Spoiler:
    Hourglass Card 12 Reiko/Gimry
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma 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 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 13 Jirelle/TheChu
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength 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 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 14 Cogsnap/AbrahamZ.
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    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 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Oloch/tcolmaster01
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution 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 16 Reiko/Gimry:
    Spoiler:
    Hourglass Card 16 Reiko/Gimry
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 17 Jirelle/TheChu
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    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 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 18 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your 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 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Oloch/tcolmaster01
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Reiko/Gimry:
    Spoiler:
    Hourglass Card 20 Reiko/Gimry
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength 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 21 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 21 Jirelle/TheChu
    Blessing of Geryon
    SS
    Blessing 6
    Traits:
    Divine
    Geryon
    To Acquire:
    Charisma
    Diplomacy 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
    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 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 22 Cogsnap/AbrahamZ.
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    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 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Oloch/tcolmaster01
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    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 24 Reiko/Gimry:
    Spoiler:
    Hourglass Card 24 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 25 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 25 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 26 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 26 Cogsnap/AbrahamZ.
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Oloch/tcolmaster01:
    Spoiler:
    Hourglass Card 27 Oloch/tcolmaster01
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 28 Reiko/Gimry:
    Spoiler:
    Hourglass Card 28 Reiko/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 29 Jirelle/TheChu:
    Spoiler:
    Hourglass Card 29 Jirelle/TheChu
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your 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 30 Cogsnap/AbrahamZ.:
    Spoiler:
    Hourglass Card 30 Cogsnap/AbrahamZ.
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Plunder Deck
    W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

    Location #1: Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: Ruined Amphitheater
    At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
    When Closing: Succeed at a Wisdom or Perception 9 check.
    When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Teleportation Chamber
    At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
    When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically.
    When Permanently Closed: On closing, move to another location.
    M: 3 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Hall of Champions
    At This Location: When you succeed at a check, draw a card.
    When Closing: Display a weapon next to this location.
    When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
    Add 1d6 to your checks to acquire weapons.
    M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Eye of Serenity
    At This Location: If you examine 1 or more cards, examine 1 more card.
    When Closing: Summon and defeat the henchman Cyclops Oracle.
    When Permanently Closed: On closing, you may recharge an item from your discard pile.
    At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None


    0-6C: THE MONSTER MARSH
    After piecing together an ancient letter, you set course for an ancient area of the Sodden Lands, where the inhabitants of a once-great kingdom of giants devolved into savagery. Brineborn giants still dwell in ruins, guarding secrets of ages long gone.

    As you trudge across the shore, the ground shakes beneath your feet. You’ll have to move quickly. Primitive tribes preserve the lore of many ancient cults and religions, including secrets about... HER... the entity who has brought you such torment. The leader of these aquatic marsh giants might know more.

    You’d probably find it easier to cope if you could give HER a name. As you run from the patrolling giants into the crumbling ruins, your notice strange sigils adorning worn surfaces. They bear a fearful resemblance to the cryptic mark you saw carved in your forehead. A name rises to the periphery of your mind.

    SHE is the Shrouded Queen... and these brineborn giants are her loyal servitors. Trouble doesn’t get much bigger than this.


    Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    Hero Point:
    Power Feat - On your check that invokes Finesse, gain the skill Melee: Dexterity +2 (☑ +3)

    Upgrade Preference Order:
    Weapon 6: 1d1000 ⇒ 298 - Corrosive Backsword +4

    Scenario Reward:
    Rest of party can decide whether weapon or spell is drawn


    Deck Handler

    No upgrades for Cogsnap this time.

    Spent 1 hero point during the scenario (down to 6). Spend new hero point on Card Feat (7): Armor. Six hero points in the bank.

    Fill new armor slot with Alchemist's Suit.

    Replace banished Deathtrap in a Jar with another copy of the same.


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    Hero Point
    Card Feat: Spell (Add Chain Vortex)

    Upgrade
    Item 6: 1d1000 ⇒ 367


    REWARD
    For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace a weapon in her deck with the loot Scoundrel’s Sword Cane and another character may temporarily replace a weapon in his deck with the loot Crossbow of Retribution. At the end of each scenario, return the loot to the game box.

    Magic Chain Shirt (Armor B)
    Fortified Leather Armor (Armor 1)
    Fortified Breastplate (Armor 5)
    Magic Chain Shirt (Armor B)
    Blessing of Milani (Blessing B)
    Blessing of the Gods (Blessing B)
    Sapphire of Intelligence (Item B)
    Potion of Flying (Item 3)
    Potion of the Ocean (Item 3)
    Potion of Heroism (Item 1)
    Bottled Lightning (Item 5)
    Bottled Lightning (Item 5)
    Potion of the Ocean (Item 3)
    Pearl of Magic (Item 6)
    Liquid Ice (Item 2)
    Tot Flask (Item B)
    Potion of Healing (Item B)
    Find Traps (Spell B)
    Skeleton Crew (Spell 3)
    Wall of Blades (Spell 5)
    Harpoon (Weapon B)
    Throwing Axe (Weapon B)


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    Hero Point: CON +3

    Pass on all Loot


    Deck Handler

    Hero Point: Con +1 (6 hero points remaining in the bank)

    No upgrades or loot (besides continuing to take Impossible Bottle).


    Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    Hero Point:
    Card Feat - Item

    Upgrade Preference Order:
    Item 6: 1d1000 ⇒ 792 - The Lost Harrows

    Scenario Reward:
    None


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    Hero Point:
    Power Feat: Hand Size 6

    Upgrades
    No Upgrades

    Loot
    I'll take that Crossbow of Retribution


    Deck Handler

    I'm taking my kid to the beach for a few days. Likely won't be able to post again until Thursday. Please bot me as needed. Thanks.


    REWARD

    Each character chooses item or armor and draws a card of that type from the box.

    Imp (Ally 3)
    Lady Cerise Bloodmourn (Ally 4)
    Pteranodon (Ally 4)
    Magic Buckler (Armor B)
    Animated Shield (Armor 4)
    Animated Shield (Armor 4)
    Hellknight Armor (Armor 6)
    Bottled Lightning (Item 5)
    Archer's Bracers (Item 1)
    Tot Flask (Item B)
    Potion of the Ocean (Item 3)
    Fuse Grenade (Item 6)
    Potion of Heroism (Item 1)
    Potion of Flying (Item 3)
    Fuse Grenade (Item 6)
    Trident +2 (Weapon 3)
    Saltbox (Weapon 4)
    Falchion +3 (Weapon 6)


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    Hero Point: Bank

    Deck Upgrade: Padd
    Reward: Pass


    Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    Hero Point:
    Saved - Remaining Total: 1

    Upgrade Preference Order:
    Weapon 6: 1d1000 ⇒ 912 - Shocking Sawtooth Saber
    Armor 6: 1d1000 ⇒ 437 - Ophidian Armor
    Weapon 4: 1d1000 ⇒ 116 - Blackjack's Rapier

    Scenario Reward:
    None


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    Hero Point
    Saved - 4 Remaining

    Upgrades
    Weapon 3: 1d1000 ⇒ 120 - Venomous Dagger


    Deck Handler

    Hero Point: save (7 remaining)

    Upgrades: none


    REWARD
    Each character draws an ally from the box.
    (Already added into the acquired cards)

    Old Salt (Ally B)
    Lady Cerise Bloodmourn (Ally 4)
    Parrot (Ally B)
    Dindreann (Ally 3)
    Rosie Cusswell (Ally 1)
    Baby Triceratops (Ally 6)
    Fortified Breastplate (Armor 5)
    Magic Wooden Armor (Armor 1)
    Illusory Wall (Barrier B)
    Blessing of Cayden Cailean (Blessing B)
    Pearl of Magic (Item 6)
    Topaz of Strength (Item B)
    Alchemical Glue (Item 1)
    Sapphire of Intelligence (Item B)
    Staff of Weather (Item 6)
    Liquid Ice (Item 2)
    Find Traps (Spell B)
    Protect (Spell 2)


    Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

    Hero Point: Save
    No Upgrades


    Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

    Hero Point:
    Saved - Remaining Total: 2

    Upgrade Preference Order:
    Ally 6: 1d1000 ⇒ 736 - Isiem

    Scenario Reward:
    None


    Deck Handler

    Hero Point - save - now have 8 in the bank.

    No upgrade.


    STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

    Hero Point
    Saved - Remaining: 5

    Upgrades
    None


    Harsk Deck Handler |||Smash Pack |||Ranged Pack|||Nature Pack|||

    For Season 1 - Oloch is out, Harsk is in.


    Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    Season 1: Seoni has been summoned!


    REWARD
    Each player chooses weapon, spell, or item, then draws a random card of that type from the box.

    Recruit (Ally B)
    Retainer (Ally B)
    Kimroth Otai (Ally 1)
    Retainer (Ally B)
    Raconteur (Ally B)
    Quadnys Orlun (Ally 1)
    Full Plate (Armor B)
    Potion of Healing (Item B)
    Almanac (Item 1)
    Skitter (Spell B)
    Mace (Weapon B)
    Cold Iron Longsword (Weapon 1)


    Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

    Hero Point:
    After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

    Weapon 1: 1d1000 ⇒ 975
    Replace Blowgun with Flaming Shortbow
    https://pacg.fandom.com/wiki/Flaming_Shortbow


    Sacred Weapon:

    WotR Spell B
    Traits: Magic Divine Attack Veteran
    To Acquire: Wisdom Divine 6
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number. 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.

    Weapon of Awe:

    WotR Spell 1
    Traits: Magic Divine Elite
    To Acquire: Wisdom Divine 6
    Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

    Frigid Blast:

    WotR Spell B
    Traits: Magic Arcane Divine Attack Cold Basic
    To Acquire: Intelligence Arcane 4 OR Wisdom Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

    Skitter:

    WotR Spell B
    Traits: Magic Arcane Divine Elite
    To Acquire: Intelligence Arcane 6 OR Wisdom Divine 7
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.


    Deck Handler

    Hero Point: skill feat (1): +1 Wis

    Upgrade: TBD


    Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    Hero Point:
    Power Feat - On your check to recharge an Attack spell (☑ or item), you may automatically succeed.

    Upgrade Preference Order:
    Item 1: 1d1000 ⇒ 382 - Wand of Acid Burst


    Deck Handler

    Use spell 1 upgrade to replace Frigid Blast with Pyrotechnic Blast.


    Hero Point
    Power Feat -( ☑ Or Melee + 1d12 and add the Magic trait)

    Upgrades
    Ally 1: 1d1000 ⇒ 543 -> Fire Gecko replaces Guide


    REWARD
    For the rest of the Adventure Path, when setting up each scenario, 1 player may temporarily replace 1 item in her deck with the loot Scale of Disguise. At the end of each scenario, return the loot to the game box.
    Scale of Disguise
    Loot
    Type: Item
    Traits: Object Magic Terendelev
    To Acquire: 0
    Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.

    Blackwing Librarian (Ally B)
    Riftwarden (Ally 1)
    Recruit (Ally B)
    Blackwing Librarian (Ally B)
    Wolverine (Ally 1)
    Wooden Shield (Armor B)
    Corroded Helm (Armor B)
    Spellcaster's Shield (Armor 1)
    Blessing of Ascension (Blessing B)
    Blessing of Deskari (Blessing 1)
    Blessing of Ascension (Blessing B)
    Blessing of Shax (Blessing B)
    Blessing of Shax (Blessing B)
    Potion of Striding (Item B)
    Potion of Beast Skin (Item B)
    Trapsmith Gloves (Item B)
    Potion of Beast Skin (Item B)
    Wand of Cancellation (Item 1)
    Potion of Restoration (Item 1)
    Potion of Restoration (Item 1)
    Good Omen (Spell B)
    Protect (Spell 1)
    Lightning Touch (Spell B)
    Frigid Blast (Spell B)
    Cure (Spell B)
    Force Shortbow +1 (Weapon 1)
    Javelin (Weapon B)
    Cold Iron Longsword (Weapon 1)
    Sickle (Weapon B)


    Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

    Weapon 1: 1d1000 ⇒ 901
    Hero Point: Weapon
    Add In Fire Lance

    Blessing 1: 1d1000 ⇒ 794
    Hero Point: Blessing
    Add In The Carnival


    Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

    Hero Point:
    Skill Feat - Charisma +1

    Upgrade Preference Order:
    Spell 1: 1d1000 ⇒ 446 - Good Omen
    Ally 1: 1d1000 ⇒ 19 - Leech
    Blessing 1: 1d1000 ⇒ 590 - The Foreign Trader


    Deck Handler

    Hero Point: Power - increase hand size by 1 to 6.

    Upgrades:
    Blessing 1: 1d1000 ⇒ 600
    Item 1: 1d1000 ⇒ 523
    Ally 1: 1d1000 ⇒ 133
    Spell 1: 1d1000 ⇒ 246


    Hero Point
    Skill Feat: Strength

    Upgrades
    Ally 1: 1d1000 ⇒ 246

    Take Cohort Aron Kir


    Deck Handler

    Blessing 1: replace Blessing of the Spellbound 2 with Blessing of Abadar


    Deck Handler

    I'm heading out of town in the morning for a two week trip. Not going to have time to do my turn before that and likely will have very limited time to post at all until the end of the month so please go ahead and bot me as needed.


    Deck Handler

    I'm back. Looks like I don't need to do anything at present though. Thanks for botting me.


    REWARD
    Each player chooses armor or ally, then draws a random card of that type from the box.

    Magic Shield (Armor B)
    Magic Half-Plate (Armor B)
    Blessing of Ascension (Blessing B)
    Potion of Restoration (Item 1)
    Potion of Beast Skin (Item B)
    Potion of Healing (Item B)
    Potion of Beast Skin (Item B)


    Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

    Keep Anevia Tirabade as Cohort (1-1D)
    Hero Point: Dex +1
    Reward: Ally

    Deck Upgrade:
    Known will pass on the Item 1. Will wait to see Armor/Ally draws.

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