[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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Deck Handler

Wooden Bridge Card 3 is Fungal Savage (villain!):

SoRu
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
Constitution
Fortitude
Wisdom 7
THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Continuing Merisiel's turn
Nettlemaze, Warrens and Deeper Dungeons are guarded. Dam is open for villain retreat.
Ulliah remains at Nettlemaze; Zetha is moved to Dam; Sajan moves to Wooden Bridge and takes the first villain check.

Request a blessing from either Uliah or Zetha
Combat 17, Kama, banner, recharge Sharper: 2d12 + 4 + 1d6 + 1 + 1d6 ⇒ (9, 11) + 4 + (3) + 1 + (2) = 30

AYA - Merisiel recharges Kama; no cards remaining in hand to discard for 1 Poison dmg. Sajan must recharge a random card, then take 1 Poison dmg.

[ooc]Villain is defeated and escapes - must be to the Dam (only unguarded location.

Wooden Bridge is closed.

When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile. - N/A since Merisiel has no cards remaining in hand.

Reset hand

Board Status
Most Recent BR Refresh
Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

Notes for Sajan: Sajan must recharge a random card, then take 1 Poison dmg.

Zetha - Dam 1-10 plus villain remain // Fungal Savage (villain!)
Uliah - Nettlemaze 3-10 remain
Merisiel, Sajan - Wooden Bridge CLOSED
Warrens 1-9 remain
Shrine to Lamashtu CLOSED
Deeper Dungeons 3-10 remain

"

Merisiel wrote:

Hand: Sword Cane (Core), Dagger (Core), Thieves' Tools, Black Marsh Spider Venom, Archer (Core),

Displayed:
Deck: 10 Discard: 6 Buried: 0
Current Location: Wooden Bridge
Hero Points: 2
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cockroach Coat, Quick-Change Mask, Sorrowsoul, Masterwork Tools
Recharged: Animalbane Dagger +1, Cloak of Elvenkind, Snakeskin Tunic, Magic Full Plate, Sharper, Kama,
Discard Pile: Blessing of Abadar 1, Merchant, Blessing of Lamashtu, Blessing of Abadar 2, Blessing of Maat, Cat,
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.

"


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: Treat the henchman Poison Trap as if it has the following additional
power: “The difficulty to defeat the Poison Trap is increased by
1d6 plus the scenario’s adventure deck number.”

Scenario Level (#): 3

Turn: 9, Zetha/tcolmaster01

Random Cards:

Monsters
Spoiler:
Ogrekin
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

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

Spoiler:
Carrionstorm
RotR
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

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

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

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

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

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

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

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

Spoiler:
Magic 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:
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:
Spiny Shield
RotR
Armor 3
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

Allies
Spoiler:
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:
Toad
RotR
Ally 1
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 7
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.

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

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

Blessings
Spoiler:
Blessing of 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 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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Current Hour:

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

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/TheChu:
Spoiler:
Hourglass Card 1 Uliah/TheChu
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 2 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 Sajan/Gimry:
Spoiler:
Hourglass Card 3 Sajan/Gimry
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 4 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 4 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 5 Uliah/TheChu:
Spoiler:
Hourglass Card 5 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 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 Sajan/Gimry:
Spoiler:
Hourglass Card 7 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 8 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 8 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 9 Uliah/TheChu:
Spoiler:
Hourglass Card 9 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 10 Merisiel/AbrahamZ.:
Spoiler:
Hourglass Card 10 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 11 Sajan/Gimry:
Spoiler:
Hourglass Card 11 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 12 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 12 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 13 Uliah/TheChu:
Spoiler:
Hourglass Card 13 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 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 Sajan/Gimry:
Spoiler:
Hourglass Card 15 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 16 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 16 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 17 Uliah/TheChu:
Spoiler:
Hourglass Card 17 Uliah/TheChu
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 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 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 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 20 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 21 Uliah/TheChu:
Spoiler:
Hourglass Card 21 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.

Location #1: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Zetha/tcolmaster01, None

Dam Card 1:
Myriana
RotR
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10
Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.
Dam Card 2:
Ogre
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Dam Card 3:
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.
Dam 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.
Dam 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.
Dam Card 6:
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.
Dam 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.
Dam Card 8:
Fungal Savage
SoRu
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
Constitution
Fortitude
Wisdom 7
THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.
Dam Card 9:
Holy Candle
RotR
Item B
Traits:
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Dam Card 10:
Frost Longbow +1
RotR
Weapon 3
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 + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold 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+1 with the Cold trait to a combat check at another location.
Dam Card 11:
Poison Trap
RotR
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your 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: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/TheChu, None
Nettlemaze Card 1:
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.
Nettlemaze Card 2:
Poison Trap
RotR
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Nettlemaze Card 3:
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.
Nettlemaze Card 4:
Donkey Rats
RotR
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11
After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.
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:
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.
Nettlemaze Card 7:
Potion of Gracefulness
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Nettlemaze Card 8:
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.
Nettlemaze Card 9:
Ogre
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Location #3: Wooden Bridge
Closed
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Sajan/Gimry, Merisiel/AbrahamZ., 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: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Warrens Card 1 (Poison Trap):
Poison Trap
RotR
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Warrens Card 2:
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 3:
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.
Warrens Card 4:
Black Arrow Ranger
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
Warrens Card 5:
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.
Warrens Card 6:
Ambush
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
WisdomPerceptionDexterityAcrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Warrens Card 7 (Holy Light):
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.

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

Location #6: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Deeper Dungeons Card 1:
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.
Deeper Dungeons Card 2:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Deeper Dungeons 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.
Deeper Dungeons Card 4:
Poison Trap
RotR
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Deeper Dungeons Card 5:
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.
Deeper Dungeons Card 6:
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.
Deeper Dungeons Card 7:
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.
Deeper Dungeons Card 8:
Longsword +2
RotR
Weapon 3
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.


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 2 RNG Monsters: Goblin Pyro, Muck Graul
Move: XX -> YY
Location Powers: You may not move or be moved from this location unless another character is present.
Explore: Myriana
No way to get Magic Trait, going to evade encounter (Banish Goblin Pyro)

Zetha ends their turn.

Zetha attempts to recover all cards in their Recovery pile.

Zetha resets their hand.

[u]Summary[/u]
Acquired: None
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: Summon Lessor Monster, Throwing Axe, Blessing of Iomedae, Binder's Tome, Gem of Mental Acuity, Muck Graul,

Displayed: Ahtez,
Deck: 11 Discard: 3 Buried: 6
Hero Points: 2
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): Cure (Core), Mind's Eye Blade, Blackwing Librarian, Bound Imp, Detect Magic, Mist Horn, Phantom Steed, Toad, Blessing of Sivanah, Good Omen (Core), Blessing of Abadar
Recharged:
Discard Pile: Augury (Core), Boots of Elvenkind, Blessing of Lamashtu,
Buried Pile: Ogre, Mercenary, Faceless Stalker, Goblin Warrior, Goblin Pyro, Bound Magma Spirit,

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 ☐ 8 ☐ 9
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 ([X] or 2 random monsters) (☐ or 3 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) ([X] or to examine the top card of any location deck).
☐ Add 1d4 (☐1d8) to your check to acquire or recharge an ally or spell.
☐ When you would fail to acquire a boon, you may evade it. (☐ If you do, you may shuffle it into another location deck.)

"


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: Treat the henchman Poison Trap as if it has the following additional
power: “The difficulty to defeat the Poison Trap is increased by
1d6 plus the scenario’s adventure deck number.”

Scenario Level (#): 3

Turn: 10, Uliah/TheChu

Random Cards:

Monsters
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:
Skull Ripper
RotR
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skull Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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

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

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:
Door Spike
RotR
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

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

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

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

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

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

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

Spoiler:
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:
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.

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

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

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

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

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

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

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

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

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

Spoiler:
Blessing of 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 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.

Current Hour:

Blessing of Irori:
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.

Hours Remaining: 20

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 Sajan/Gimry:
Spoiler:
Hourglass Card 2 Sajan/Gimry
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 3 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 Desna
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hourglass Card 5 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 Sajan/Gimry:
Spoiler:
Hourglass Card 6 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 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 the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 Sajan/Gimry:
Spoiler:
Hourglass Card 10 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 11 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 11 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 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 Merisiel/AbrahamZ.:
Spoiler:
Hourglass Card 13 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 14 Sajan/Gimry:
Spoiler:
Hourglass Card 14 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 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 Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 17 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 Sajan/Gimry:
Spoiler:
Hourglass Card 18 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 19 Zetha/tcolmaster01:
Spoiler:
Hourglass Card 19 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 20 Uliah/TheChu:
Spoiler:
Hourglass Card 20 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.

Location #1: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Zetha/tcolmaster01, None

Dam Card 1:
Frost Longbow +1
RotR
Weapon 3
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 + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold 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+1 with the Cold trait to a combat check at another location.
Dam Card 2:
Poison Trap
RotR
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Dam Card 3:
Ogre
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Dam Card 4:
Holy Candle
RotR
Item B
Traits:
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Dam 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.
Dam Card 6:
Myriana
RotR
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10
Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.
Dam Card 7:
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.
Dam Card 8:
Fungal Savage
SoRu
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
Constitution
Fortitude
Wisdom 7
THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.
Dam Card 9:
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.
Dam Card 10:
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.
Dam Card 11:
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.

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: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/TheChu, None
Nettlemaze Card 1:
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.
Nettlemaze Card 2:
Poison Trap
RotR
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Nettlemaze Card 3:
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.
Nettlemaze Card 4:
Donkey Rats
RotR
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11
After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.
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:
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.
Nettlemaze Card 7:
Potion of Gracefulness
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Nettlemaze Card 8:
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.
Nettlemaze Card 9:
Ogre
RotR
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Location #3: Wooden Bridge
Closed
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Sajan/Gimry, Merisiel/AbrahamZ., 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: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Warrens Card 1 (Poison Trap):
Poison Trap
RotR
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Warrens Card 2:
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 3:
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.
Warrens Card 4:
Black Arrow Ranger
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
Warrens Card 5:
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.
Warrens Card 6:
Ambush
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
WisdomPerceptionDexterityAcrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Warrens Card 7 (Holy Light):
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.

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

Location #6: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Deeper Dungeons Card 1:
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.
Deeper Dungeons Card 2:
Faceless Stalker
RotR
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Deeper Dungeons 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.
Deeper Dungeons Card 4:
Poison Trap
RotR
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Deeper Dungeons Card 5:
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.
Deeper Dungeons Card 6:
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.
Deeper Dungeons Card 7:
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.
Deeper Dungeons Card 8:
Longsword +2
RotR
Weapon 3
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.


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 Irori
Hour Power:No effect.
Location: Nettlemaze
Location Power: You may attempt a Wisdom or Perception 9 check to evade a monster.
Scenario Powers: Treat the henchman Poison Trap as if it has the following additional
power: “The difficulty to defeat the Poison Trap is increased by
1d6 plus the scenario’s adventure deck number.”

Uliah explores the Nettlemaze.

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.

BYA Ranged Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1

Reveal Covering Heavy Shield to reduce that to 0

Combat 11 (8+3): 1d6 + 1 + 2 + 1d8 + 1 + 1d4 + 1 ⇒ (5) + 1 + 2 + (3) + 1 + (3) + 1 = 16

Roll Details:

Melee: 1d6+1+2
Cruel Longsword (Reveal): 1d8+1
Reveal a Mount (Horse): 1d4
Banner of the Ancient Kings: 1

Uliah wrote:

Hand: Cruel Longsword, Flaming Mace, Deathgrip, Covering Heavy Shield, Horse (Level 1), Camel (Level 1),

Displayed: Banner of the Ancient Kings,
Deck: 7 Discard: 4 Buried: 0
Current Location: Nettlemaze
Hero Points: 0
Paizo Reroll 1 Die Used: Yes
NOTES:
Available Support: Saving for myself - None
* Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
* Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).
Movement:
Move me to the Nettlemaze or Dam if necessary.
Other:
I, Uliah, will help you carve a path through the darkness.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Orison (Level 1), Glorious Warhammer, Cure (Core), Iomedae's Justice (Level 1), Augury
Recharged: Divine Insight, Holy Light,
Discard Pile: The Keep (Level 1), Blessing of the Lord in Iron (3), Retriever (Level 1), Blessing of Abadar (Level 2),
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.
- ☑ When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand (□ and at the start of your turn), draw the displayed card.
- 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 Card 1 of Nettlemaze (Scout)

Board Status
Most Recent BR Refresh
Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

Notes for Sajan: Sajan must recharge a random card, then take 1 Poison dmg.

Zetha - Dam 1-10 plus villain remain // Fungal Savage (villain!)
Uliah - Nettlemaze 2-9 remain
Merisiel, Sajan - Wooden Bridge CLOSED
Warrens 1-9 remain
Shrine to Lamashtu CLOSED
Deeper Dungeons 3-10 remain


Deck Handler

It is the hour of Erastil

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

Free exploration

Warrens Card 1 is Poison Trap:

RotR
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Scenario Power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”

difficulty increase: 1d6 ⇒ 2

Disable DC is 5+2+3=10

Send Thieves Tools to recovery to autosucceed

When Closing: Succeed at a Dexterity or Acrobatics 6 check.

Acro 6: 1d12 + 4 ⇒ (1) + 4 = 5
paizo tshirt reroll
Acro 6: 1d12 + 4 ⇒ (8) + 4 = 12

When Permanently Closed: No effect.

Recovery Phase:
recharge Thieves Tools? Disable 8: 1d12 + 4 ⇒ (11) + 4 = 15

Reset Hand

Board Status
Most Recent BR Refresh
Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

Zetha - Dam 1-11 remain // Fungal Savage (villain!)
Uliah - Nettlemaze 2-9 remain
Sajan - Wooden Bridge CLOSED
Merisiel - Warrens CLOSED
Shrine to Lamashtu CLOSED
Deeper Dungeons 3-10 remain

"

Merisiel wrote:

Hand: Sword Cane (Core), Dagger (Core), Masterwork Tools, Black Marsh Spider Venom, Archer (Core),

Displayed:
Deck: 10 Discard: 6 Buried: 0
Current Location: Warrens
Hero Points: 2
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cockroach Coat, Sorrowsoul, Quick-Change Mask
Recharged: Animalbane Dagger +1, Cloak of Elvenkind, Snakeskin Tunic, Magic Full Plate, Sharper, Kama, Thieves' Tools,
Discard Pile: Blessing of Abadar 1, Merchant, Blessing of Lamashtu, Blessing of Abadar 2, Blessing of Maat, Cat,
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

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

  • Additional Rules: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”

    Move back to the Deeper Dungeons

    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.

    Skinsaw Cultist:

    Henchman
    Type: Monster
    Traits: Cultist Human
    To Defeat: Combat 11
    If undefeated, shuffle to top card of the blessings deck into this location deck. If defeated, you may immediately attempt to close this location.

    Combat 12(11+1): 1d8 + 6 + 1d10 + 1d4 + 1 ⇒ (5) + 6 + (10) + (3) + 1 = 25

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4
    Banner of Ancient Kings - 1

    Discard Quartermaster to explore again

    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.

    Wisdom 7: 1d8 ⇒ 6

    Roll Details:

    Wisdom - 1d8

    Combat 15(12+2+1): 1d8 + 6 + 1d10 + 1d4 + 1d8 + 1 ⇒ (7) + 6 + (9) + (3) + (2) + 1 = 28

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4
    Blessed - 1d8
    Banner of Ancient Kings - 1

    Recharge Orison to bless

    Discard Riftwarden to explore again

    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.

    Intelligence 6: 1d6 ⇒ 2

    Roll Details:

    Intelligence - 1d6

    Sajan wrote:

    HAND: Shock Glaive, Amulet of Fiery Fists, Amulet of Mighty Fists, Blessing of Gorum, Gorum's Iron

    DISPLAYED:
    Deck: 7 | Discards: 5 | Bury Pile: 0
    Current Location: Deeper Dungeons
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:

    DECK, DISCARDS, AND BURIED:

    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    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. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Zetha - Dam 1-11 remain // Fungal Savage (villain!)
    Uliah - Nettlemaze 2-9 remain
    Wooden Bridge CLOSED
    Merisiel - Warrens CLOSED
    Shrine to Lamashtu CLOSED
    Sajan - Deeper Dungeons 4-8 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)

    Out of Turn Updates: None

    Turn - Hour:Blessing of Desna
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Traitor, Sneak
    Move: XX -> YY
    Location Powers: You may not move or be moved from this location unless another character is present.
    Explore: Frost Longbow +1
    Banish Muck Graul to use Stealth.
    Dex (Stealth) 11: 1d10 + 5 ⇒ (9) + 5 = 14
    Acquired
    Banish Sneak to examine top of Dam Deck: Poison Trap

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.
    Discard Throwing Axe

    [u]Summary[/u]
    Acquired: Frost Longbow +1
    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: Summon Lessor Monster, Blessing of Iomedae, Frost Longbow +1, Binder's Tome, Gem of Mental Acuity, Traitor,

    Displayed: Ahtez,
    Deck: 11 Discard: 4 Buried: 8
    Hero Points: 2
    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): Cure (Core), Phantom Steed, Toad, Blessing of Abadar, Bound Imp, Mind's Eye Blade, Blessing of Sivanah, Blackwing Librarian, Mist Horn, Detect Magic, Good Omen (Core)
    Recharged:
    Discard Pile: Augury (Core), Boots of Elvenkind, Blessing of Lamashtu, Throwing Axe,
    Buried Pile: Ogre, Mercenary, Faceless Stalker, Goblin Warrior, Goblin Pyro, Bound Magma Spirit, Muck Graul, Sneak,

    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 ☐ 8 ☐ 9
    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 ([X] or 2 random monsters) (☐ or 3 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) ([X] or to examine the top card of any location deck).
    ☐ Add 1d4 (☐1d8) to your check to acquire or recharge an ally or spell.
    ☐ When you would fail to acquire a boon, you may evade it. (☐ If you do, you may shuffle it into another location deck.)

    "


    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: Treat the henchman Poison Trap as if it has the following additional
    power: “The difficulty to defeat the Poison Trap is increased by
    1d6 plus the scenario’s adventure deck number.”

    Scenario Level (#): 3

    Turn: 14, Uliah/TheChu

    Random Cards:

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

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

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

    Spoiler:
    Skull Ripper
    RotR
    Monster 3
    Traits:
    Construct
    To Defeat:
    Combat 14
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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

    Spoiler:
    Ranger Stash
    RotR
    Barrier 3
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 12
    If defeated, add 1d4+1 random weapons with the Ranged trait 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.

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

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

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

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

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

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

    Spoiler:
    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:
    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:
    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:
    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.


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

    Spoiler:
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

    Spoiler:
    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 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:
    Wand of Scorching Ray
    RotR
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand
    Fire
    Ranged
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

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

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

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

    Spoiler:
    Cat
    RotR
    Ally 3
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 8
    Reveal this card to add 2 to your check to recharge a spell.
    Discard this card to explore your location.

    Spoiler:
    Black Arrow Ranger
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Spoiler:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Current Hour:

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

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 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 2 Sajan/Gimry:
    Spoiler:
    Hourglass Card 2 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 6 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 7 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 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 8 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 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 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 Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 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.
    Hourglass Card 14 Sajan/Gimry:
    Spoiler:
    Hourglass Card 14 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 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.

    Location #1: Dam
    At This Location: You may not move or be moved from this location unless another character is present.
    When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/tcolmaster01, None

    Dam Card 1 (Poison Trap):
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Dam Card 2:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
    Dam Card 3:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Dam 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.
    Dam Card 5:
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.
    Dam Card 6:
    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.
    Dam Card 7:
    Fungal Savage
    SoRu
    Villain 3
    Type: Monster
    Traits:
    Plant
    Poison
    To Defeat:
    Constitution
    Fortitude
    Wisdom 7
    THEN Combat 17
    Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
    After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.
    Dam Card 8:
    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.
    Dam 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.
    Dam Card 10:
    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.

    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: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Nettlemaze Card 1:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Nettlemaze Card 2:
    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.
    Nettlemaze Card 3:
    Donkey Rats
    RotR
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.
    Nettlemaze 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.
    Nettlemaze Card 5:
    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.
    Nettlemaze Card 6:
    Potion of Gracefulness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at an Acrobatics check.
    Nettlemaze 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.
    Nettlemaze Card 8:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

    Location #3: Wooden Bridge
    Closed
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Gimry, None

    Location #4: Warrens
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/AbrahamZ., None

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

    Location #6: Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, None

    Deeper Dungeons Card 1:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Deeper Dungeons Card 2:
    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.
    Deeper Dungeons Card 3:
    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.
    Deeper Dungeons Card 4:
    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.
    Deeper Dungeons Card 5:
    Longsword +2
    RotR
    Weapon 3
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.


    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 Desna
    Hour Power:No effect.
    Location: Nettlemaze
    Location Power: You may attempt a Wisdom or Perception 9 check to evade a monster.
    Scenario Powers: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”

    End of Move: Recharging Divine card (Deathgrip) to allow (Uliah) to recharge a random card from their discards = Blessing of the Lord in Iron

    Uliah explores the Nettlemaze.

    Poison Trap:
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Scenario Power (Poison Trap): 5 + 1d6 + 3 ⇒ 5 + (4) + 3 = 12

    Uh oh. I don't think it's worth taking someone's blessing for that (I have a base 1d6), so I'll auto-fail it and the Con/Fort check. Discarding top card of deck (Orison)

    Poison Damage: 1d4 - 1 ⇒ (3) - 1 = 2

    Discarding Flaming Mace and Camel, location is shuffled

    Uliah wrote:

    Hand: Cruel Longsword, Cure (Core), Augury, Covering Heavy Shield, Horse (Level 1), Iomedae's Justice (Level 1),

    Displayed: Banner of the Ancient Kings,
    Deck: 5 Discard: 6 Buried: 0
    Current Location: Nettlemaze
    Hero Points: 0
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Cure - Heal local character 1d4+1 cards
    * 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.
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).
    * Iomedae's Justice - Add 1d12 die to another's check to defeat (can't use for myself)
    Movement:
    Move me to the Nettlemaze or Dam if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Glorious Warhammer
    Recharged: Divine Insight, Holy Light, Deathgrip, Blessing of the Lord in Iron (3),
    Discard Pile: The Keep (Level 1), Retriever (Level 1), Blessing of Abadar (Level 2), Orison (Level 1), Flaming Mace, Camel (Level 1),
    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.
    - ☑ When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand (□ and at the start of your turn), draw the displayed card.
    - 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:
    - Failed to defeat Card 1 of Nettlemaze (Poison Trap)
    - Discarded Orison, Flaming Mace, Camel
    - Recharged Deathgrip, Blessing of Lord in Iron (from discards)

    Board Status
    Most Recent BR Refresh
    Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Zetha - Dam 1-10 remain // 1=Poison Trap, ?=Fungal Savage (villain!)
    Uliah - Nettlemaze 1-8 remain // Poison Trap
    Wooden Bridge CLOSED
    Merisiel - Warrens CLOSED
    Shrine to Lamashtu CLOSED
    Sajan - Deeper Dungeons 1-5 remain


    Deck Handler

    It is the hour of Iomedae

    Move to: Nettlemaze
    Location Power: You may attempt a Wisdom or Perception 9 check to evade a monster.

    Free exploration
    Shuffled location: 1d8 ⇒ 2

    Nettlemaze Card 2 is 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.

    Dex 9, recharging spider venom: 1d12 + 2 + 1d6 ⇒ (12) + 2 + (6) = 20

    Discard Archer to explore
    Shuffled location: 1d8 ⇒ 5

    Nettlemaze Card 5 is 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.

    Combat 11, reveal then reload sword cane, freely recharge dagger, recharge (Merisiel power) longbow, banner: 1d12 + 4 + 2d4 + 1d4 + 1d6 + 1 ⇒ (2) + 4 + (1, 2) + (4) + (6) + 1 = 20

    Reset Hand

    Display Cockroach Coat
    Recharge Quick Change mask to recharge a random ally from discards: Merchant

    Board Status
    Most Recent BR Refresh
    Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Zetha - Dam 1-10 remain // 1=Poison Trap, ?=Fungal Savage (villain!)
    Uliah, Merisiel - Nettlemaze 1, 3-4, 6-8 remain // Poison Trap
    Wooden Bridge CLOSED
    Warrens CLOSED
    Shrine to Lamashtu CLOSED
    Sajan - Deeper Dungeons 1-5 remain

    "

    Merisiel wrote:

    Hand: Sword Cane (Core), Masterwork Tools, Sorrowsoul,

    Displayed: Cockroach Coat,
    Deck: 12 Discard: 6 Buried: 0
    Current Location: Nettlemaze
    Hero Points: 2
    Tshirt Reroll: Used
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Sorrowsoul: On a check against a bane by a character at your location, after the roll, recharge this card to add 1 for each die that is a 1 or 2. If the check invokes the Cold or Undead trait, add an additional 1.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Animalbane Dagger +1, Cloak of Elvenkind, Snakeskin Tunic, Magic Full Plate, Sharper, Kama, Thieves' Tools, Black Marsh Spider Venom, Dagger (Core), Longbow +1, Quick-Change Mask, Merchant,
    Discard Pile: Blessing of Abadar 1, Blessing of Lamashtu, Blessing of Abadar 2, Blessing of Maat, Cat, Archer (Core),
    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

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Deeper Dungeons
    Location Power:The difficulty of combat checks is increased by 1.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”

    I should be at the Deeper Dungeons and not the Wooden Bridge

    Poison Trap:

    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Poison Trap: 5 + 1d6 + 3 ⇒ 5 + (2) + 3 = 10

    Dexterity 10: 1d8 + 1d12 ⇒ (1) + (2) = 3

    Roll Details:

    Dexterity - 1d8
    Iomedae's Justice - 1d12

    Use Uliahs Iomedae's Justice

    Hero Point that

    Dexterity 10: 1d8 + 1d12 ⇒ (8) + (8) = 16

    Roll Details:

    Dexterity - 1d8
    Iomedae's Justice - 1d12

    Fortitude 8: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (1) = 6

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Recharge Gorum to bless

    Paizo Reroll the second d6
    Fortitude 8: 3 + 2 + 1d6 ⇒ 3 + 2 + (6) = 11

    Sajan wrote:

    HAND: Shock Glaive, Amulet of Fiery Fists, Amulet of Mighty Fists, Blessing of Milani, Gorum's Iron

    DISPLAYED:
    Deck: 7 | Discards: 5 | Bury Pile: 0
    Current Location: Deeper Dungeons
    Hero Points: 2
    Accessory Reroll Status: Used
    NOTES:

    DECK, DISCARDS, AND BURIED:

    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    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. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Notes for Uliah: Used Iomedae's Justice (Level 1)

    Zetha - Dam 1-10 remain // 1=Poison Trap, ?=Fungal Savage (villain!)
    Uliah, Merisiel - Nettlemaze 1, 3-4, 6-8 remain // Poison Trap
    Wooden Bridge CLOSED
    Warrens CLOSED
    Shrine to Lamashtu CLOSED
    Sajan - Deeper Dungeons CLOSED


  • 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 Desna
    Hour Rules: None
    SOT: Draw 2 RNG Monsters:Goblin Commando, Goblin Warrior 2
    Move: XX -> YY
    Location Powers: You may not move or be moved from this location unless another character is present.
    Explore: Poison Trap
    Increase: 1d6 + 3 ⇒ (2) + 3 = 5
    Banish Goblin Warrior 2 to use Stealth
    Disable 10: 1d10 + 5 ⇒ (6) + 5 = 11

    Close Check Bury from hand: 1d4 ⇒ 4
    Traitor
    Frost Longbow
    Gem of Mental Acuity
    Summon Lessor Monster

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Poison trap
    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: Blackwing Librarian, Cure (Core), Blessing of Iomedae, Goblin Commando, Binder's Tome, Mind's Eye Blade,

    Displayed: Ahtez,
    Deck: 8 Discard: 4 Buried: 13
    Hero Points: 2
    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, Mist Horn, Good Omen (Core), Toad, Blessing of Sivanah, Blessing of Abadar, Phantom Steed, Detect Magic
    Recharged:
    Discard Pile: Augury (Core), Boots of Elvenkind, Blessing of Lamashtu, Throwing Axe,
    Buried Pile: Ogre, Mercenary, Faceless Stalker, Goblin Warrior, Goblin Pyro, Bound Magma Spirit, Muck Graul, Sneak, Goblin Warrior 2, Traitor, Frost Longbow +1, Gem of Mental Acuity, Summon Lessor Monster,

    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 ☐ 8 ☐ 9
    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 ([X] or 2 random monsters) (☐ or 3 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) ([X] or to examine the top card of any location deck).
    ☐ Add 1d4 (☐1d8) to your check to acquire or recharge an ally or spell.
    ☐ When you would fail to acquire a boon, you may evade it. (☐ If you do, you may shuffle it into another location deck.)

    "


    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: Treat the henchman Poison Trap as if it has the following additional
    power: “The difficulty to defeat the Poison Trap is increased by
    1d6 plus the scenario’s adventure deck number.”

    Scenario Level (#): 3

    Turn: 18, 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:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.

    Spoiler:
    Carrionstorm
    RotR
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Spoiler:
    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:
    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.

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

    Spoiler:
    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:
    Ranger Stash
    RotR
    Barrier 3
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 12
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.

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

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

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

    Spells
    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

    Spoiler:
    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.

    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:
    Vale Temros
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait.
    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:
    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:
    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 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 Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Current Hour:

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

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 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 2 Sajan/Gimry:
    Spoiler:
    Hourglass Card 2 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 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 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 4 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 6 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 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 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 9 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 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 10 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 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 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.

    Location #1: Dam
    At This Location: You may not move or be moved from this location unless another character is present.
    When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None

    Dam Card 1:
    Fungal Savage
    SoRu
    Villain 3
    Type: Monster
    Traits:
    Plant
    Poison
    To Defeat:
    Constitution
    Fortitude
    Wisdom 7
    THEN Combat 17
    Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
    After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

    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: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, Merisiel/AbrahamZ., 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:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Nettlemaze Card 3:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
    Nettlemaze 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.
    Nettlemaze Card 5:
    Donkey Rats
    RotR
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.
    Nettlemaze Card 6:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Location #3: Wooden Bridge
    Closed
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

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

    Location #6: Deeper Dungeons
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Gimry, 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 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: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”

    Using Cure on himself

    Cure: 1d4 + 1 ⇒ (3) + 1 = 4

    Using Augury to examine top 3 of location for (Barriers): Poison of Gracefulness (Item 1), Poison Trap (Barrier Henchman), Ogre (Monster 3)
    Shuffling location and putting (Poison Trap) at the (top)

    Moves to Dam

    Uliah attempts to recover all cards in his Recovery pile.
    Cure (Core): Divine 8: 1d10 + 1 + 3 + 1d4 ⇒ (9) + 1 + 3 + (2) = 15 -> Cure (Core) recharged.
    Augury: Divine 8: 1d10 + 1 + 3 + 1d4 ⇒ (2) + 1 + 3 + (1) = 7 -> Augury discarded.

    Uliah wrote:

    Hand: Cruel Longsword, Covering Heavy Shield, Horse (Level 1), Orison (Level 1), Blessing of the Lord in Iron (3), The Keep (Level 1),

    Displayed: Banner of the Ancient Kings,
    Deck: 7 Discard: 4 Buried: 0
    Current Location: Nettlemaze
    Hero Points: 0
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).
    * Orison (1) - Add 1 die to any check, recharges if current hour's level is 0
    * The Keep (1) - Add 1 die to any check, or 2 dice against a barrier or to close
    * Blessing of the Lord in Iron (3) - Add 1 die to any check, or 2 dice for a Strength Combat check. Recharges if the hour has Gorum trait.
    Movement:
    Move me to the Nettlemaze or Dam 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 (Level 1), Divine Insight, Holy Light, Deathgrip, Glorious Warhammer, Camel (Level 1)
    Recharged: Cure (Core),
    Discard Pile: Retriever (Level 1), Blessing of Abadar (Level 2), Flaming Mace, Augury,
    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.
    - ☑ When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand (□ and at the start of your turn), draw the displayed card.
    - 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:
    - Poison Trap is on top of location, shuffle rest of location
    - Moved to Dam
    - Discarded Augury
    - Recharged Cure
    - Recharged The Keep, Iomedae's Justice, Orison, Camel from discards

    Board Status
    Most Recent BR Refresh
    Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Zetha, Uliah - Dam 1 remain // 1=Fungal Savage (villain!)
    Merisiel - Nettlemaze 1-6 remain // 1=Poison Trap after shuffle
    Wooden Bridge CLOSED
    Warrens CLOSED
    Shrine to Lamashtu CLOSED
    Sajan - Deeper Dungeons CLOSED


    Deck Handler

    It is the hour of Calistria

    Location Power: You may attempt a Wisdom or Perception 9 check to evade a monster.

    Free exploration

    Nettlemaze Card 2 is Poison Trap:

    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Scenario Power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”
    difficulty increase: 1d6 + 3 ⇒ (2) + 3 = 5
    Disable 5+5=10, reveal masterwork tools: 3d12 + 4 ⇒ (9, 12, 7) + 4 = 32

    When Closing: Summon and defeat a random monster.

    Random Monster 1 is 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.

    Combat 10+3=13, banner, reload sword cane, coat: 1d12 + 4 + 2d4 + 1d4 + 1 ⇒ (6) + 4 + (2, 4) + (4) + 1 = 21

    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck. - no items in discards

    Nettlemaze is closed

    Recovery Phase:

    Reset Hand

    Board Status
    Most Recent BR Refresh
    Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Zetha, Uliah - Dam 1 remain // 1=Fungal Savage (villain!)
    Merisiel - Nettlemaze CLOSED
    Wooden Bridge CLOSED
    Warrens CLOSED
    Shrine to Lamashtu CLOSED
    Sajan - Deeper Dungeons CLOSED

    "

    Merisiel wrote:

    Hand: Sword Cane (Core), Animalbane Dagger +1, Masterwork Tools, Cloak of Elvenkind, Sorrowsoul,

    Displayed: Cockroach Coat,
    Deck: 10 Discard: 6 Buried: 0
    Current Location: Nettlemaze
    Hero Points: 2
    Tshirt Reroll: Used
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Sorrowsoul: On a check against a bane by a character at your location, after the roll, recharge this card to add 1 for each die that is a 1 or 2. If the check invokes the Cold or Undead trait, add an additional 1.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Snakeskin Tunic, Magic Full Plate, Sharper, Kama, Thieves' Tools, Black Marsh Spider Venom, Dagger (Core), Longbow +1, Quick-Change Mask, Merchant,
    Discard Pile: Blessing of Abadar 1, Blessing of Lamashtu, Blessing of Abadar 2, Blessing of Maat, Cat, Archer (Core),
    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

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Deeper Dungeons
    Location Power:The difficulty of combat checks is increased by 1.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”

    Move to the Dam

    Fungal Savage:

    SoRu
    Villain 3
    Type: Monster
    Traits:
    Plant
    Poison
    To Defeat:
    Constitution
    Fortitude
    Wisdom 7
    THEN Combat 17
    Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
    After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

    BYAs of others is irrelevant

    Fortitude 7: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (5) = 13

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Combat 17: 1d8 + 6 + 1d10 + 1d4 + 1d8 ⇒ (1) + 6 + (4) + (1) + (7) = 19

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4
    Blessed - 1d8

    We Win!


  • Development
    The bad news is that you still feel a bit weak from the creature’s
    poison coursing through your veins. The good news is that
    once you found the plant-creature thing that seemed to be the
    “brains” behind the fungus, you dealt with it handily. And you
    even found a neat little wand whose previous owner clearly
    wasn’t as good at fighting plant-creature things as you are. In the
    great scheme of things, that isn’t a bad balance.

    You make your way back to the main cavern without further
    difficulty. Maybe your luck really has finally turned for the better.
    Time to put some space behind you and this place, you think. You
    head toward a large building furthest from the point where you
    originally entered the cavern yesterday. (Was it really only a day
    ago?) Now that luck is on your side, nothing could go wrong!

    REWARD
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Wand of Enervation. At the end of each scenario, return the loot to the game box.

    Adventure Reward:
    Each character gains a power feat.
    Each player unlocks the ability to play Shardra from the Wrath of the Righteous Character Add-On Deck using the Oracle Class Deck.

    Wand of Enervation:

    Loot
    Type: Item
    Traits: Arcane Magic Wand
    To Acquire:
    Bury this card to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill. Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Mayor Kendra Deverin (Ally B)
    Cat (Ally 3)
    Merchant (Ally 2)
    Magic Full Plate (Armor 3)
    Blessing of Lamashtu (Blessing 1)
    Boots of Elvenkind (Item B)
    Frost Longbow +1 (Weapon 3)
    Longbow +1 (Weapon 1)
    Throwing Axe (Weapon B)


    ADVENTURE 4
    WRATHWORKS’ CHURNING HEART
    From the moment you set foot on Rivenrake Island, you’ve
    bravely battled the evils that infest Xin-Bakrakhan, the
    hometown of the infamous Runelord of Wrath. Despite
    your triumphs—and your close calls—you can’t help but feel the
    itch of unfulfilled anticipation pull at you. Slaying dangerous
    cultists and roving beasts is all well and good, but you know
    there’s something more lurking deep within the mountain. It’s
    something sinister; something ancient. And it calls to you.

    As you meander down the mountain’s narrow tunnels, a
    sight gets your blood churning: an enormous stone facade.
    Partially concealed with rotten wooden boards is a halfway-open
    portcullis leading to dark halls beyond. Atop it is a carving you
    recognize: the ancient Thassilonian symbol of Envy!

    You scramble to rip away the mealy wood, and you see that
    moss has bloomed into a complex carving below the portcullis’s
    sigil. Its runes spell out a simple phrase: The Wrathworks.

    Your brow wrinkles in confusion. What is this place? And
    why is it marked with the symbol of one of Alaznist’s enemies:
    Belimarius, Runelord of Envy? From all accounts, Belimarius
    was just as much a rival to the Runelord of Wrath as Alaznist’s
    other counterparts. Were the two runelords secret allies?

    You snort at the thought. From what you know of Alaznist,
    she’d have sooner ceded her throne to an apprentice than allied
    with another Thassilonian ruler. Instead, perhaps she dedicated
    this facility to determining the Runelord of Envy’s capabilities.
    Perhaps its existence is evidence of a potential war that Alaznist
    had carefully planned, but that Earthfall inevitably stopped?

    There’s only one way to find out! The space between the creaky
    portcullis and the f loor is just large enough to squeeze through.
    When you poke your head through it, you see only an inky void
    beyond. The air smells foul, stale, and foreboding, but a great
    covetous wave overcomes you as you imagine the treasures that
    must be inside—treasures that you deserve. Before you can think
    better of it, you crouch inside the lightless void, consequences be
    cursed. The Runelord of Wrath’s riches shall be yours!


    2-4A: STONE MAGES’ SPITE
    Thunk! A split second after you duck inside the Wrathworks’
    looming portcullis, the full weight of its stony bulk crashes
    to the ground behind you. The thudding in your chest
    nearly drowns out your thoughts. That thing almost decorated the
    floor with your brains! Was it a long-dormant trap you triggered?
    Or just poor timing on your part? The answer is moot: either way,
    you’re now stuck in these dark, claustrophobic halls.

    But they don’t stay lightless for long. With a sinister swoosh, green
    flames leap from braziers along the chamber’s damp, mossy walls.
    This place is much larger than you thought—and it’s far from empty.

    Every few yards the flagstones give rise to wide steps, creating
    platforms on which strange, humanoid statues of granite stand in
    various spellcasting poses. The figures are arranged in dueling pairs,
    with each wielding jeweled staffs, glittering rods, or knotted scepters.
    Their chiseled faces are locked in the throes of arcane battle. Mouth
    covetously dry, you stare at the magnificent items and take a step
    forward. Those glorious treasures are absolutely wasted down here!

    A thunderous huffing sound barrels toward you, and you realize
    that the treasure has nearly distracted you from the chamber’s real
    danger. On the highest platform stands a hideous, block-headed
    giant, its sickly gray flesh bearing horrific scars that approximate the
    Thassilonian symbol of wrath.

    The giant’s booming voice fills the hall, and magical energy courses
    through stone hands lifted in rage. “For generations I have awaited
    my mistress’s return. You are not her! Slaves, protect your runelord!”

    To your horror, at the giant’s command, the statues’ expressions
    shift from agonized to murderous. Their joints screeching as they
    raise their magic weapons, they march to obey.


    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: The difficulty of checks to acquire is increased by 2.

    Scenario Level (#): 4

    Turn: 0, Uliah/TheChu

    Random Cards:

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

    Spoiler:
    Goblin 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:
    Stone Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 16
    Damage Dealt by the Stone Giant is dealt to each character at this location.

    Spoiler:
    Grazuul
    RotR
    Monster 3
    Traits:
    Aquatic
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 16
    Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

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

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

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

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

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

    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.

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

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

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

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

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

    Spoiler:
    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 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:
    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.

    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:
    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:
    Necklace of Fireballs
    RotR
    Item 4
    Traits:
    Accessory
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

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

    Spoiler:
    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.

    Allies
    Spoiler:
    Conna the Wise
    RotR
    Ally 4
    Traits:
    Giant
    Sorcerer
    To Acquire:
    Charisma
    Diplomacy 9
    Banish this card to examine the top 3 cards of a location deck.
    Banish this card to move to another location and explore it.

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

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

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

    Spoiler:
    Bear
    RotR
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Discard this card to add 2d4 to your combat check.
    Discard this card to explore your location.

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

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

    Spoiler:
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Merisiel/AbrahamZ.
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Sajan/Gimry:
    Spoiler:
    Hourglass Card 2 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 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 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 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 6 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 7 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 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 8 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 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 9 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Merisiel/AbrahamZ.
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 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 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    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 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 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.
    Hourglass Card 14 Sajan/Gimry:
    Spoiler:
    Hourglass Card 14 Sajan/Gimry
    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 Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 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 18 Sajan/Gimry:
    Spoiler:
    Hourglass Card 18 Sajan/Gimry
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 19 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 20 Uliah/TheChu:
    Spoiler:
    Hourglass Card 20 Uliah/TheChu
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 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 22 Sajan/Gimry:
    Spoiler:
    Hourglass Card 22 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 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 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 25 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 26 Sajan/Gimry:
    Spoiler:
    Hourglass Card 26 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 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 Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 29 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 29 Merisiel/AbrahamZ.
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 30 Sajan/Gimry:
    Spoiler:
    Hourglass Card 30 Sajan/Gimry
    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.

    Location #1: 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: None

    Location #2: Giant Lair
    At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
    When Closing: Succeed at a Strength or Melee 10 check.
    When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Courtyard
    At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
    When Closing: Succeed at a Dexterity or Acrobatics 10 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    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 ?: 1
    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: Prison

    "

    Zetha wrote:

    Hand: Mind's Eye Blade, Good Omen (Core), Mist Horn, Toad, Gem of Mental Acuity, Bound Imp, Blessing of Abadar,

    Displayed: Ahtez,
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    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 Iomedae, Phantom Steed, Bound Magma Spirit, Cure (Core), Blessing of Sivanah, Augury (Core), Summon Lessor Monster, Blackwing Librarian, Blessing of Lamashtu, Detect Magic, Binder's Tome
    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 ☐ 8 ☐ 9
    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 ([X] or 2 random monsters) (☐ or 3 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) ([X] or to examine the top card of any location deck).
    ☐ Add 1d4 (☐1d8) to your check to acquire or recharge an ally or spell.
    ☐ When you would fail to acquire a boon, you may evade it. (☐ If you do, you may shuffle it into another location deck.)

    "


    Deck Handler

    Starting location: Courtyard

    "

    Merisiel wrote:

    Hand: Kama, Quick-Change Mask, Sharper, Blessing of Maat, Blessing of Abadar 2,

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    Current Location: Courtyard
    Hero Points: 2
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Snakeskin Tunic, Magic Full Plate, Animalbane Dagger +1, Longbow +1, Blessing of Lamashtu, Masterwork Tools, Cockroach Coat, Cat, Thieves' Tools, Dagger (Core), Merchant, Black Marsh Spider Venom, Sorrowsoul, Sword Cane (Core), Blessing of Abadar 1, Archer (Core), Cloak of Elvenkind
    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 ☐ 7
    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.
    ☐ On your non-combat (☐ or combat) check at an Urban location, add 1d4.
    [X] On your check to acquire, if you are the only local character, you may reroll a die.
    [X] When you acquire a boon, you may bury (☐ or discard) it to explore.
    ☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

    "


    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: Glorious Warhammer, Flaming Mace, Deathgrip, Covering Heavy Shield, Iomedae's Justice (Level 1), Blessing of the Lord in Iron (3),

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Prison
    Hero Points: 0
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * Iomedae's Justice (1) - Add 1d12 die to another's check to defeat (can't use for myself)
    * Blessing of the Lord in Iron (3) - Add 1 die to any check, or 2 dice for a Strength Combat check. Recharges if the hour has Gorum trait.
    Movement:
    Move me to the Giant Lair if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Keep (Level 1), Wyrmsmite, Horse (Level 1), Holy Light, Banner of the Ancient Kings, Cure (Core), Orison (Level 1), Retriever (Level 1), Divine Insight, Augury, Blessing of Abadar (Level 2), Camel (Level 1)
    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.
    - ☑ When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand (☑ and at the start of your turn), draw the displayed card.
    - 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: □


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

    Start at Giant Lair

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Blessing of Pharasma, Gorum's Iron, Orison

    DISPLAYED:
    Deck: 13 | Discards: 0 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: Used
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    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. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    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: The difficulty of checks to acquire is increased by 2.

    Scenario Level (#): 4

    Turn: 1, Merisiel/AbrahamZ.

    Random Cards:

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

    Spoiler:
    Troll
    RotR
    Monster 4
    Traits:
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 18
    Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

    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 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:
    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.

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

    Spoiler:
    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:
    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:
    Invasion Plans
    RotR
    Barrier 4
    Traits:
    Cache
    To Defeat:
    Wisdom
    Survival 13
    If defeated, you may examine the top 3 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

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

    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:
    Bastard Sword +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    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:
    Giantbane Dagger +1
    RotR
    Weapon 4
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

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

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

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

    Spoiler:
    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:
    Consecration
    RotR
    Spell 2
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

    Armors
    Spoiler:
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

    Spoiler:
    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:
    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:
    Cat
    RotR
    Ally 3
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 8
    Reveal this card to add 2 to your check to recharge a spell.
    Discard this card to explore your location.

    Spoiler:
    Vale Temros
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait.
    Discard this card to explore your location.

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

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

    Current Hour:

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

    Hours Remaining: 29

    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 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 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 4 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 5 Sajan/Gimry:
    Spoiler:
    Hourglass Card 5 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 6 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 6 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 7 Uliah/TheChu:
    Spoiler:
    Hourglass Card 7 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 8 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 8 Merisiel/AbrahamZ.
    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 9 Sajan/Gimry:
    Spoiler:
    Hourglass Card 9 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 10 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Zetha/tcolmaster01
    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 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 12 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 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 Sajan/Gimry
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 14 Zetha/tcolmaster01
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 16 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 17 Sajan/Gimry:
    Spoiler:
    Hourglass Card 17 Sajan/Gimry
    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 19 Uliah/TheChu
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 20 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 20 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 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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 22 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 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 24 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 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 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 Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 28 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 28 Merisiel/AbrahamZ.
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 29 Sajan/Gimry:
    Spoiler:
    Hourglass Card 29 Sajan/Gimry
    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.

    Location #1: 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: None

    Apothecary Card 1:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Apothecary Card 2:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    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.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.
    Apothecary Card 7:
    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.
    Apothecary Card 8:
    Harpy
    RotR
    Monster 4
    Traits:
    Harpy
    To Defeat:
    Combat 14
    Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
    Apothecary Card 9:
    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.
    Apothecary Card 10:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #2: Giant Lair
    At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
    When Closing: Succeed at a Strength or Melee 10 check.
    When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Sajan/Gimry, None
    Giant Lair Card 1:
    Circles of Binding
    RotR
    Barrier 4
    Traits:
    Obstacle
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
    If you did not find a monster, banish this card.
    Giant Lair Card 2:
    Goblin Commando
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
    Giant Lair Card 3:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Giant Lair 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.
    Giant Lair Card 5:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Giant Lair Card 6:
    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.
    Giant Lair Card 7:
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Giant Lair Card 8:
    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.
    Giant Lair Card 9:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Lair Card 10:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.

    Location #3: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Warrens Card 1:
    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.
    Warrens Card 2:
    Attic Whisperer
    RotR
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
    Warrens Card 3:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Warrens Card 4:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Warrens Card 5:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 6:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Warrens Card 7:
    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.
    Warrens Card 8:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Warrens Card 9:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Warrens Card 10:
    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: Courtyard
    At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
    When Closing: Succeed at a Dexterity or Acrobatics 10 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None
    Courtyard Card 1:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Courtyard Card 2:
    Shortspear +3
    RotR
    Weapon 4
    Traits:
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
    Courtyard Card 3:
    Longsword +1
    RotR
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Courtyard 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.
    Courtyard Card 5:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Courtyard Card 6:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Courtyard Card 7:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    Courtyard Card 8:
    Donkey Rats
    RotR
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.
    Courtyard Card 9:
    Reflecting Shield
    RotR
    Armor 4
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Courtyard Card 10:
    Wand of Scorching Ray
    RotR
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand
    Fire
    Ranged
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Location #5: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Thassilonian Library Card 1:
    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.
    Thassilonian Library Card 2:
    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.
    Thassilonian Library Card 3:
    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.
    Thassilonian Library Card 4:
    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.
    Thassilonian Library Card 5:
    Reduction Field
    RotR
    Barrier 4
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Constitution
    Fortitude
    Dexterity
    Disable 13
    If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
    Thassilonian Library 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.
    Thassilonian Library Card 7:
    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.
    Thassilonian Library Card 8:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Thassilonian Library Card 9:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.
    Thassilonian Library Card 10:
    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: 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 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, Uliah/TheChu, None
    Prison Card 1:
    Shining Child
    RotR
    Monster 4
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Shining Child is immune to the Fire and Poison traits.
    All damage dealt by the Shining Child is Fire damage.
    Prison Card 2:
    Mokmurian
    RotR
    Villain 4
    Type: Monster
    Traits:
    Giant
    Transmuter
    To Defeat:
    Combat 20
    THEN Combat 24
    Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
    If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
    Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
    Prison 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.
    Prison Card 4:
    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.
    Prison Card 5:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
    Prison Card 6:
    Cape of Escape
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
    Prison Card 7:
    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.
    Prison Card 8:
    Ranger Stash
    RotR
    Barrier 3
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 12
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.
    Prison Card 9:
    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.
    Prison Card 10:
    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.


    Deck Handler

    It is the hour of Norgorber

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

    Free exploration

    Warrens Card 1 is 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.

    Scenario Power: The difficulty of checks to acquire is increased by 2.
    Recharge Quick Change Mask to use Stealth
    Stealth 10+2=12, recharge Abadar 2: 1d12 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13

    Reveal Sharper to banish the Mayor and draw Random Ally 1

    Random Ally 1 is 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.

    Discard the Sheriff to explore

    Warrens Card 2 is 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.

    BYA Wis 4: 1d6 ⇒ 6

    Location Power, other random open location: 1d6 ⇒ 5
    Put Random Monster 1 (not sure if we get to know what it is or not?) on top of Thassilonian Library.

    Combat 10, Kama, recharge Maat: 1d12 + 4 + 1d6 + 1d6 ⇒ (4) + 4 + (2) + (5) = 15

    Recovery Phase:

    Reset Hand

    Display Coat

    Board Status
    Most Recent BR Refresh
    Apothecary 1-10 remain
    Sajan - Giant Lair 1-10 remain
    Merisiel - Warrens 3-10 remain
    Courtyard 1-10 remain
    Thassilonian Library Random Monster 1, then 1-10 remain // Random Monster 1 is on top
    Zetha, Uliah - Prison 1-10 remain

    "

    Merisiel wrote:

    Hand: Kama, Dagger (Core), Snakeskin Tunic, Sharper,

    Displayed: Cockroach Coat,
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Warrens
    Hero Points: 2
    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, Archer (Core), Thieves' Tools, Sword Cane (Core), Sorrowsoul, Black Marsh Spider Venom, Cloak of Elvenkind, Masterwork Tools, Animalbane Dagger +1
    Recharged: Quick-Change Mask, Blessing of Abadar 2, Blessing of Maat,
    Discard Pile: Sheriff Hemlock,
    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 ☐ 7
    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.
    ☐ On your non-combat (☐ or combat) check at an Urban location, add 1d4.
    [X] On your check to acquire, if you are the only local character, you may reroll a die.
    [X] When you acquire a boon, you may bury (☐ or discard) it to explore.
    ☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

    "


    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: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:The difficulty of checks to acquire is increased by 2.”

    Circles of Binding:

    RotR
    Barrier 4
    Traits:
    Obstacle
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
    If you did not find a monster, banish this card.

    Wisdom 13: 1d8 + 1d8 + 1d8 ⇒ (6) + (4) + (2) = 12

    Roll Details:

    Wisdom - 1d8
    Double Blessed - 1d8+1d8

    Paizo Reroll a d8

    Wisdom 13: 6 + 4 + 1d8 ⇒ 6 + 4 + (2) = 12
    Examine Deck - Card 2 in Goblin Commando, so it goes on top with the Circles of Binding under it

    Discard Orison to explore

    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.

    Power prevents 1 Combat damage

    Combat 9: 1d8 + 6 + 1d10 + 1d4 ⇒ (6) + 6 + (3) + (3) = 18

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Thieves' Tools, Blessing of Pharasma, Gorum's Iron

    DISPLAYED:
    Deck: 12 | Discards: 1 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    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. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh

    Notes for Zetha: Used Blessing of Abadar

    Apothecary 1-10 remain
    Sajan - Giant Lair 1, 3-10 remain // 1- Circles of Binding, 3-10 shuffled
    Merisiel - Warrens 3-10 remain
    Courtyard 1-10 remain
    Thassilonian Library Random Monster 1, then 1-10 remain // Random Monster 1 is on top
    Zetha, 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)

    Out of Turn Updates: None

    Turn - Hour: Blessing of the Gods
    Hour Rules: None
    SOT: Draw 2 RNG Monsters:Warlord, Hill Giant
    Move: XX -> YY
    Location Powers: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    Explore: Shining Child
    Gorum's Iron
    Combat 20: 2d10 + 9 ⇒ (10, 10) + 9 = 29
    Defeated

    Banish Hill Giant to examine top card of location:

    Mokmurian:

    RotR Villain 4
    Type: Monster
    Traits: Giant Transmuter
    To Defeat: Combat 20 THEN Combat 24
    Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand. If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled. Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.

    VILLAIN FOUND. I AM NOT EXPLORING!!!!

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Shining Child
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Gorum's Iron
    Actions needed by other Player(s): None

    "

    Zetha wrote:

    Hand: Mind's Eye Blade, Good Omen (Core), Mist Horn, Toad, Gem of Mental Acuity, Bound Imp, Warlord,

    Displayed: Ahtez,
    Deck: 11 Discard: 1 Buried: 1
    Hero Points: 2
    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): Binder's Tome, Augury (Core), Blackwing Librarian, Blessing of Iomedae, Detect Magic, Blessing of Sivanah, Cure (Core), Bound Magma Spirit, Phantom Steed, Blessing of Lamashtu, Summon Lessor Monster
    Recharged:
    Discard Pile: Blessing of Abadar,
    Buried Pile: Hill Giant,

    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 ☐ 8 ☐ 9
    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 ([X] or 2 random monsters) (☐ or 3 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) ([X] or to examine the top card of any location deck).
    ☐ Add 1d4 (☐1d8) to your check to acquire or recharge an ally or spell.
    ☐ When you would fail to acquire a boon, you may evade it. (☐ If you do, you may shuffle it into another location deck.)

    "


    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: The difficulty of checks to acquire is increased by 2.

    Scenario Level (#): 4

    Turn: 4, Uliah/TheChu

    Random Cards:

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

    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:
    Muck Graul
    RotR
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

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

    Spoiler:
    Goblin 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.

    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:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

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

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

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

    Spoiler:
    Giantbane Dagger +1
    RotR
    Weapon 4
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

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

    Spoiler:
    Mass Cure
    RotR
    Spell 4
    Traits:
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.

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

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

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

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

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

    Spoiler:
    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.

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

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

    Allies
    Spoiler:
    Jakardros Sovark
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
    Discard this card to explore your location.

    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:
    Charmed Red Dragon
    RotR
    Ally 4
    Traits:
    Dragon
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 12
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.

    Spoiler:
    Conna the Wise
    RotR
    Ally 4
    Traits:
    Giant
    Sorcerer
    To Acquire:
    Charisma
    Diplomacy 9
    Banish this card to examine the top 3 cards of a location deck.
    Banish this card to move to another location and explore it.

    Spoiler:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

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

    Spoiler:
    Blessing of 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 Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 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 Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Current Hour:

    Blessing of 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: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 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 2 Sajan/Gimry:
    Spoiler:
    Hourglass Card 2 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 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 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 4 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 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 5 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Merisiel/AbrahamZ.
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Sajan/Gimry:
    Spoiler:
    Hourglass Card 6 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 7 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Zetha/tcolmaster01
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 8 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 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 10 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 Sajan/Gimry
    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 Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 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 14 Sajan/Gimry:
    Spoiler:
    Hourglass Card 14 Sajan/Gimry
    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 16 Uliah/TheChu
    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 17 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 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 18 Sajan/Gimry:
    Spoiler:
    Hourglass Card 18 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 19 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 19 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 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 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 22 Sajan/Gimry:
    Spoiler:
    Hourglass Card 22 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 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 Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 25 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 25 Merisiel/AbrahamZ.
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 26 Sajan/Gimry:
    Spoiler:
    Hourglass Card 26 Sajan/Gimry
    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.

    Location #1: 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: None

    Apothecary Card 1:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Apothecary Card 2:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    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.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.
    Apothecary Card 7:
    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.
    Apothecary Card 8:
    Harpy
    RotR
    Monster 4
    Traits:
    Harpy
    To Defeat:
    Combat 14
    Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
    Apothecary Card 9:
    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.
    Apothecary Card 10:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #2: Giant Lair
    At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
    When Closing: Succeed at a Strength or Melee 10 check.
    When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Sajan/Gimry, None
    Giant Lair Card 1 (Circles of Binding):
    Circles of Binding
    RotR
    Barrier 4
    Traits:
    Obstacle
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
    If you did not find a monster, banish this card.
    Giant Lair Card 2:
    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.
    Giant Lair Card 3:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Giant Lair Card 4:
    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.
    Giant Lair Card 5:
    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.
    Giant Lair Card 6:
    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.
    Giant Lair Card 7:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Giant Lair Card 8:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Giant Lair Card 9:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #3: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None
    Warrens Card 1:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Warrens Card 2:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Warrens Card 3:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 4:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Warrens Card 5:
    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.
    Warrens Card 6:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Warrens Card 7:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Warrens Card 8:
    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: Courtyard
    At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
    When Closing: Succeed at a Dexterity or Acrobatics 10 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Courtyard Card 1:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Courtyard Card 2:
    Shortspear +3
    RotR
    Weapon 4
    Traits:
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
    Courtyard Card 3:
    Longsword +1
    RotR
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Courtyard 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.
    Courtyard Card 5:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Courtyard Card 6:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Courtyard Card 7:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    Courtyard Card 8:
    Donkey Rats
    RotR
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.
    Courtyard Card 9:
    Reflecting Shield
    RotR
    Armor 4
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Courtyard Card 10:
    Wand of Scorching Ray
    RotR
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand
    Fire
    Ranged
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Location #5: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Thassilonian Library Card 1:
    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.
    Thassilonian Library Card 2:
    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.
    Thassilonian Library Card 3:
    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.
    Thassilonian Library Card 4:
    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.
    Thassilonian Library Card 5:
    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.
    Thassilonian Library Card 6:
    Reduction Field
    RotR
    Barrier 4
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Constitution
    Fortitude
    Dexterity
    Disable 13
    If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
    Thassilonian Library Card 7:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Thassilonian Library Card 8:
    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.
    Thassilonian Library Card 9:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Thassilonian Library Card 10:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.
    Thassilonian Library Card 11:
    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: 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: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, Uliah/TheChu, None
    Prison Card 1 (Mokmurian):
    Mokmurian
    RotR
    Villain 4
    Type: Monster
    Traits:
    Giant
    Transmuter
    To Defeat:
    Combat 20
    THEN Combat 24
    Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
    If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
    Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
    Prison Card 2:
    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.
    Prison Card 3:
    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.
    Prison Card 4:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
    Prison Card 5:
    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.
    Prison Card 6:
    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.
    Prison Card 7:
    Ranger Stash
    RotR
    Barrier 3
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 12
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.
    Prison 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.
    Prison Card 9:
    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.


    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: Prison
    Location Power: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    Scenario Powers: The difficulty of checks to acquire is increased by 2.

    Uliah moves to the Giant Lair and explores.

    Circles of Binding:
    RotR
    Barrier 4
    Traits:
    Obstacle
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
    If you did not find a monster, banish this card.

    Divine 13: 1d10 + 2 + 3 + 1d10 ⇒ (10) + 2 + 3 + (1) = 16

    Roll Details:

    Divine: 1d10+2+3
    Bless (Blessing of the Lord in Iron): 1d10

    Discarding Flaming Mace during Hand Reset

    Uliah wrote:

    Hand: Glorious Warhammer, Deathgrip, Divine Insight, Covering Heavy Shield, The Keep (Level 1), Iomedae's Justice (Level 1),

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Giant Lair
    Hero Points: 0
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: Saving for myself - None
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    * The Keep (1) - Add 1 die to any check, or 2 dice against a barrier or to close
    * Iomedae's Justice (1) - Add 1d12 die to another's check to defeat (can't use for myself)
    Movement:
    Move me to the Giant Lair if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison (Level 1), Camel (Level 1), Cure (Core), Holy Light, Wyrmsmite, Augury, Blessing of Abadar (Level 2), Banner of the Ancient Kings, Horse (Level 1), Retriever (Level 1)
    Recharged:
    Discard Pile: Blessing of the Lord in Iron (3), Flaming Mace,
    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.
    - ☑ When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand (☑ and at the start of your turn), draw the displayed card.
    - 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:
    - Moved to Giant Lair
    - Defeated Card 1 of Giant Lair (Circles of Binding)
    - Discarded Blessing in Lord of Iron, Flaming Mace

    Board Status
    Most Recent BR Refresh
    Notes for Sajan: Gorum's Iron is recharged

    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair 2-9 remain
    Merisiel - Warrens 1-8 remain
    Courtyard 1-10 remain
    Thassilonian Library 1-11 remain
    Zetha - Prison 1-9 remain // 1=Villain (Mokmurian)


    Deck Handler

    It is the hour of Iomedae

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

    Free exploration

    Warrens Card 1 is Venomous Dagger +2:

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

    Dex 11, tunic, recharge dagger: 1d12 + 2 + 1 + 1d6 ⇒ (5) + 2 + 1 + (4) = 12

    Recovery Phase:

    Reset Hand

    Board Status
    Most Recent BR Refresh
    Notes for Sajan: Gorum's Iron is recharged

    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair 2-9 remain
    Merisiel - Warrens 2-8 remain
    Courtyard 1-10 remain
    Thassilonian Library 1-11 remain
    Zetha - Prison 1-9 remain // 1=Villain (Mokmurian)

    "

    Merisiel wrote:

    Hand: Kama, Venomous Dagger +2, Sword Cane (Core), Snakeskin Tunic, Sharper,

    Displayed: Cockroach Coat,
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Warrens
    Hero Points: 2
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archer (Core), Cloak of Elvenkind, Thieves' Tools, Blessing of Abadar 1, Animalbane Dagger +1, Black Marsh Spider Venom, Masterwork Tools, Sorrowsoul
    Recharged: Quick-Change Mask, Blessing of Abadar 2, Blessing of Maat, Dagger (Core),
    Discard Pile: Sheriff Hemlock,
    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 ☐ 7
    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.
    ☐ On your non-combat (☐ or combat) check at an Urban location, add 1d4.
    [X] On your check to acquire, if you are the only local character, you may reroll a die.
    [X] When you acquire a boon, you may bury (☐ or discard) it to explore.
    ☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

    "


    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 Irori
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:The difficulty of checks to acquire is increased by 2.”

    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.

    Auto Fail this

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Thieves' Tools, Blessing of Pharasma, The Joke

    DISPLAYED:
    Deck: 12 | Discards: 1 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    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. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair 3-9 remain
    Merisiel - Warrens 2-8 remain
    Courtyard 1-10 remain
    Thassilonian Library 1-11 remain
    Zetha - Prison 1-9 remain // 1=Villain (Mokmurian)


  • 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 2 RNG Monsters:Goblin Commando, Goblin Pyro
    Move: Thassilonian Library
    Location Powers: If you acquire a spell, reset your hand and end your turn.
    Explore: Ghoul
    Combat 11: 1d10 + 10 ⇒ (9) + 10 = 19
    Defeated

    Banish Pyro to examine location: Rat Swarm

    Discard Toad to explore:

    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.

    Combat 8(12): 1d10 + 10 ⇒ (1) + 10 = 11
    Combat 8(12) Paizo Product Reroll: 1d10 + 10 ⇒ (10) + 10 = 20
    Defeated

    Discard Goblin Commando to examine next card:Detect Evil

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Ghoul, Rat 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: Mind's Eye Blade, Good Omen (Core), Mist Horn, Detect Magic, Gem of Mental Acuity, Bound Imp, Warlord,

    Displayed: Ahtez,
    Deck: 10 Discard: 2 Buried: 3
    Hero Points: 2
    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): Blackwing Librarian, Blessing of Iomedae, Blessing of Lamashtu, Summon Lessor Monster, Augury (Core), Phantom Steed, Cure (Core), Blessing of Sivanah, Bound Magma Spirit, Binder's Tome
    Recharged:
    Discard Pile: Blessing of Abadar, Toad,
    Buried Pile: Hill Giant, Goblin Pyro, 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 ☐ 8 ☐ 9
    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 ([X] or 2 random monsters) (☐ or 3 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) ([X] or to examine the top card of any location deck).
    ☐ Add 1d4 (☐1d8) to your check to acquire or recharge an ally or spell.
    ☐ When you would fail to acquire a boon, you may evade it. (☐ If you do, you may shuffle it into another location deck.)

    "


    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: The difficulty of checks to acquire is increased by 2.

    Scenario Level (#): 4

    Turn: 8, Uliah/TheChu

    Random Cards:

    Monsters
    Spoiler:
    Muck Graul
    RotR
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

    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:
    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:
    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:
    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.

    Barriers
    Spoiler:
    Cryptic Message
    RotR
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

    Spoiler:
    Invasion Plans
    RotR
    Barrier 4
    Traits:
    Cache
    To Defeat:
    Wisdom
    Survival 13
    If defeated, you may examine the top 3 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

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

    Spoiler:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

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

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

    Spoiler:
    Giantbane Dagger +1
    RotR
    Weapon 4
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

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

    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:
    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.

    Spells
    Spoiler:
    Consecration
    RotR
    Spell 2
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

    Spoiler:
    Teleport
    RotR
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spoiler:
    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:
    Teleport
    RotR
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Lesser Bolstering Armor
    RotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
    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:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

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

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

    Spoiler:
    Magic Spyglass
    RotR
    Item 4
    Traits:
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.

    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:
    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:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Allies
    Spoiler:
    Jakardros Sovark
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
    Discard this card to explore your location.

    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:
    Clockwork Librarian
    RotR
    Ally 4
    Traits:
    Automaton
    To Acquire:
    Intelligence
    Knowledge 11
    Recharge this card to add 2d8 to your Intelligence or Knowledge check.
    Recharge this card to succeed at your check to acquire a spell.

    Spoiler:
    Conna the Wise
    RotR
    Ally 4
    Traits:
    Giant
    Sorcerer
    To Acquire:
    Charisma
    Diplomacy 9
    Banish this card to examine the top 3 cards of a location deck.
    Banish this card to move to another location and explore it.

    Spoiler:
    Vale Temros
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait.
    Discard this card to explore your location.

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

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

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

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Merisiel/AbrahamZ.
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Sajan/Gimry:
    Spoiler:
    Hourglass Card 2 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 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 4 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 6 Sajan/Gimry
    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 Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 Sajan/Gimry
    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 14 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 15 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 15 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 16 Uliah/TheChu:
    Spoiler:
    Hourglass Card 16 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 18 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 19 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 19 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 20 Uliah/TheChu:
    Spoiler:
    Hourglass Card 20 Uliah/TheChu
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Merisiel/AbrahamZ.
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 22 Sajan/Gimry
    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.

    Location #1: 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: None

    Apothecary Card 1:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Apothecary Card 2:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    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.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.
    Apothecary Card 7:
    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.
    Apothecary Card 8:
    Harpy
    RotR
    Monster 4
    Traits:
    Harpy
    To Defeat:
    Combat 14
    Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
    Apothecary Card 9:
    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.
    Apothecary Card 10:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #2: Giant Lair
    At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
    When Closing: Succeed at a Strength or Melee 10 check.
    When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Sajan/Gimry, Uliah/TheChu, None
    Giant Lair Card 1:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Giant Lair Card 2:
    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.
    Giant Lair Card 3:
    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.
    Giant Lair Card 4:
    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.
    Giant Lair Card 5:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Giant Lair Card 6:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Giant Lair Card 7:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #3: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None
    Warrens Card 1:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Warrens Card 2:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 3:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Warrens Card 4:
    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.
    Warrens Card 5:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Warrens Card 6:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Warrens Card 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.

    Location #4: Courtyard
    At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
    When Closing: Succeed at a Dexterity or Acrobatics 10 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Courtyard Card 1:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Courtyard Card 2:
    Shortspear +3
    RotR
    Weapon 4
    Traits:
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
    Courtyard Card 3:
    Longsword +1
    RotR
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Courtyard 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.
    Courtyard Card 5:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Courtyard Card 6:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Courtyard Card 7:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    Courtyard Card 8:
    Donkey Rats
    RotR
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.
    Courtyard Card 9:
    Reflecting Shield
    RotR
    Armor 4
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Courtyard Card 10:
    Wand of Scorching Ray
    RotR
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand
    Fire
    Ranged
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Location #5: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    Thassilonian Library Card 1 (Detect Evil):
    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.
    Thassilonian Library Card 2:
    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.
    Thassilonian Library Card 3:
    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.
    Thassilonian Library Card 4:
    Reduction Field
    RotR
    Barrier 4
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Constitution
    Fortitude
    Dexterity
    Disable 13
    If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
    Thassilonian Library Card 5:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Thassilonian Library Card 6:
    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.
    Thassilonian Library Card 7:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Thassilonian Library Card 8:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.
    Thassilonian Library 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: 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: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Prison Card 1 (Mokmurian):
    Mokmurian
    RotR
    Villain 4
    Type: Monster
    Traits:
    Giant
    Transmuter
    To Defeat:
    Combat 20
    THEN Combat 24
    Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
    If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
    Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
    Prison Card 2:
    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.
    Prison Card 3:
    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.
    Prison Card 4:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
    Prison Card 5:
    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.
    Prison Card 6:
    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.
    Prison Card 7:
    Ranger Stash
    RotR
    Barrier 3
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 12
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.
    Prison 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.
    Prison Card 9:
    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.


    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: The difficulty of checks to acquire is increased by 2.

    Scenario Level (#): 4

    Turn: 8, Uliah/TheChu

    Random Cards:

    Monsters
    Spoiler:
    Muck Graul
    RotR
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

    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:
    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:
    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:
    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.

    Barriers
    Spoiler:
    Cryptic Message
    RotR
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

    Spoiler:
    Invasion Plans
    RotR
    Barrier 4
    Traits:
    Cache
    To Defeat:
    Wisdom
    Survival 13
    If defeated, you may examine the top 3 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

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

    Spoiler:
    Door Spike
    RotR
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

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

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

    Spoiler:
    Giantbane Dagger +1
    RotR
    Weapon 4
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

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

    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:
    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.

    Spells
    Spoiler:
    Consecration
    RotR
    Spell 2
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

    Spoiler:
    Teleport
    RotR
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spoiler:
    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:
    Teleport
    RotR
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Lesser Bolstering Armor
    RotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
    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:
    Half-Plate
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

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

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

    Spoiler:
    Magic Spyglass
    RotR
    Item 4
    Traits:
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.

    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:
    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:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Allies
    Spoiler:
    Jakardros Sovark
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
    Discard this card to explore your location.

    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:
    Clockwork Librarian
    RotR
    Ally 4
    Traits:
    Automaton
    To Acquire:
    Intelligence
    Knowledge 11
    Recharge this card to add 2d8 to your Intelligence or Knowledge check.
    Recharge this card to succeed at your check to acquire a spell.

    Spoiler:
    Conna the Wise
    RotR
    Ally 4
    Traits:
    Giant
    Sorcerer
    To Acquire:
    Charisma
    Diplomacy 9
    Banish this card to examine the top 3 cards of a location deck.
    Banish this card to move to another location and explore it.

    Spoiler:
    Vale Temros
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait.
    Discard this card to explore your location.

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

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

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

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 1 Merisiel/AbrahamZ.
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Sajan/Gimry:
    Spoiler:
    Hourglass Card 2 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 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 4 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 6 Sajan/Gimry
    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 Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 Sajan/Gimry
    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 14 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 15 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 15 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 16 Uliah/TheChu:
    Spoiler:
    Hourglass Card 16 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 18 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 19 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 19 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 20 Uliah/TheChu:
    Spoiler:
    Hourglass Card 20 Uliah/TheChu
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Merisiel/AbrahamZ.
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 22 Sajan/Gimry
    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.

    Location #1: 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: None

    Apothecary Card 1:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Apothecary Card 2:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    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.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.
    Apothecary Card 7:
    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.
    Apothecary Card 8:
    Harpy
    RotR
    Monster 4
    Traits:
    Harpy
    To Defeat:
    Combat 14
    Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
    Apothecary Card 9:
    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.
    Apothecary Card 10:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #2: Giant Lair
    At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
    When Closing: Succeed at a Strength or Melee 10 check.
    When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Sajan/Gimry, Uliah/TheChu, None
    Giant Lair Card 1:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Giant Lair Card 2:
    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.
    Giant Lair Card 3:
    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.
    Giant Lair Card 4:
    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.
    Giant Lair Card 5:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Giant Lair Card 6:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Giant Lair Card 7:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #3: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None
    Warrens Card 1:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Warrens Card 2:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 3:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Warrens Card 4:
    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.
    Warrens Card 5:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Warrens Card 6:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Warrens Card 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.

    Location #4: Courtyard
    At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
    When Closing: Succeed at a Dexterity or Acrobatics 10 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Courtyard Card 1:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Courtyard Card 2:
    Shortspear +3
    RotR
    Weapon 4
    Traits:
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
    Courtyard Card 3:
    Longsword +1
    RotR
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Courtyard 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.
    Courtyard Card 5:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Courtyard Card 6:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Courtyard Card 7:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    Courtyard Card 8:
    Donkey Rats
    RotR
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.
    Courtyard Card 9:
    Reflecting Shield
    RotR
    Armor 4
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Courtyard Card 10:
    Wand of Scorching Ray
    RotR
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand
    Fire
    Ranged
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Location #5: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    Thassilonian Library Card 1 (Detect Evil):
    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.
    Thassilonian Library Card 2:
    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.
    Thassilonian Library Card 3:
    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.
    Thassilonian Library Card 4:
    Reduction Field
    RotR
    Barrier 4
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Constitution
    Fortitude
    Dexterity
    Disable 13
    If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
    Thassilonian Library Card 5:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Thassilonian Library Card 6:
    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.
    Thassilonian Library Card 7:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Thassilonian Library Card 8:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.
    Thassilonian Library 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: 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: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Prison Card 1 (Mokmurian):
    Mokmurian
    RotR
    Villain 4
    Type: Monster
    Traits:
    Giant
    Transmuter
    To Defeat:
    Combat 20
    THEN Combat 24
    Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
    If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
    Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
    Prison Card 2:
    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.
    Prison Card 3:
    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.
    Prison Card 4:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
    Prison Card 5:
    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.
    Prison Card 6:
    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.
    Prison Card 7:
    Ranger Stash
    RotR
    Barrier 3
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 12
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.
    Prison 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.
    Prison Card 9:
    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.


    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 Gorum
    Hour Power:No effect.
    Location: Giant Lair
    Location Power: The difficulty to defeat monsters with the Giant trait is increased by 2.
    Scenario Powers: The difficulty of checks to acquire is increased by 2.

    Uliah explores the Giant Lair.

    Ogrekin:
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.

    Ogre Roll: 1d4 ⇒ 2 = Damage dealt by Ogrekin is increased by 2

    Combat 15 (13+2): 1d10 + 2 + 3 + 2d8 ⇒ (8) + 2 + 3 + (3, 6) = 22

    Roll Details:

    Divine: 1d10+2+3
    Deathgrip: 2d8

    Discarding Iomedae's Justice to explore again with bonus against Outsiders

    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.

    Divine 7 (5+2): 1d10 + 2 + 3 ⇒ (6) + 2 + 3 = 11

    Roll Details:

    Divine: 1d10+2+3

    Discard Blessing of Iomedae to explore again

    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.

    Auto-fail that

    Uliah attempts to recover all cards in his Recovery pile.
    Deathgrip: Divine 10: 1d10 + 2 + 3 ⇒ (2) + 2 + 3 = 7 -> Deathgrip discarded.

    Uliah wrote:

    Hand: Glorious Warhammer, Divine Insight, Covering Heavy Shield, Camel (Level 1), The Keep (Level 1), Orison (Level 1),

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Giant Lair
    Hero Points: 0
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: Saving for myself - None
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    * The Keep (1) - Add 1 die to any check, or 2 dice against a barrier or to close
    * Orison (1) - Add 1 die to any check, recharges if current hour's level is 0
    Movement:
    Move me to the Giant Lair if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Holy Light, Horse (Level 1), Blessing of Abadar (Level 2), Cure (Core), Retriever (Level 1), Wyrmsmite, Banner of the Ancient Kings
    Recharged:
    Discard Pile: Blessing of the Lord in Iron (3), Flaming Mace, Iomedae's Justice (Level 1), Blessing of Iomedae (1), Deathgrip,
    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.
    - ☑ When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand (☑ and at the start of your turn), draw the displayed card.
    - 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 Card 1 of Giant Lair (Ogrekin)
    - Acquired Card 2 (Blessing of Iomedae)
    - Failed to acquire Card 3 (Throwing Axe)
    - Discarded Iomedae's Justice, Blessing of Iomedae, Deathgrip

    Board Status
    Most Recent BR Refresh
    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair 4-7 remain
    Merisiel - Warrens 1-7 remain
    Courtyard 1-10 remain
    Thassilonian Library 1-11 remain
    Zetha - Prison 1-9 remain // 1=Villain (Mokmurian)


    Deck Handler

    Just noticing that I forgot the scenario power on my acquire check on my last turn. Increasing the difficulty by 2 would have caused me to fail the check. Using my tshirt reroll on the d12.
    Dex 11+2=13: 1d12 + 7 ⇒ (3) + 7 = 10
    Ok, so no venomous dagger +2 acquired (alas - a weapon 3) which also means I would have drawn one more card at hand reset: Sorrowsoul

    It is the hour of Torag

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

    Free exploration

    Warrens Card 1 is Poison Blast:

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

    I don't think any of us can acquire this, or not without a ton of resources, so I'll autofail rather than evade.

    discard Sorrowsoul to explore

    Warrens Card 2 is Stone Golem:

    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location power, random other open location: 1d5 ⇒ 2
    Put Random Monster 1 on top of Giant Lair

    BYA irrelevant

    Combat 20, reload Sword Cane, reveal tunic, recharge Kama, coat is displayed: 1d12 + 4 + 2d4 + 1 + 1d6 + 1d4 ⇒ (4) + 4 + (4, 1) + 1 + (1) + (1) = 16
    Sorrowsoul adds 3 but that's still insufficient. Spend 1 hero point to reroll (1 remaining).
    Combat 20, reload Sword Cane, reveal tunic, recharge Kama, coat is displayed: 1d12 + 4 + 2d4 + 1 + 1d6 + 1d4 ⇒ (10) + 4 + (2, 2) + 1 + (5) + (4) = 28

    Combat dmg: 1d4 ⇒ 4
    Posted in Discord to see if the card text is correct. Assuming that it is, bury Snakeskin Tunic to reduce 4 Combat dmg to 0, leaving me only 1 card (Sharper) in hand. Otoh, if the database is correct, then no dmg incurred (due to defeating the Stone Golem), in which case I'll have 2 cards still in hand (Sharper and Tunic).

    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    Acro 6, coat: 1d12 + 4 + 1d4 ⇒ (3) + 4 + (3) = 10

    Warrens closed

    When Permanently Closed: No effect.

    Reset Hand (if Tunic was buried then also draw Black Marsh Spider Venom)

    Board Status
    Most Recent BR Refresh
    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair Random Monster 1, then 4-7 remain // Random Monster 1 on top
    Merisiel - Warrens CLOSED
    Courtyard 1-10 remain
    Thassilonian Library 1-11 remain
    Zetha - Prison 1-9 remain // 1=Villain (Mokmurian)

    "

    Merisiel wrote:

    Hand: Sword Cane (Core), Animalbane Dagger +1, Snakeskin Tunic, Archer (Core), Sharper,

    Displayed: Cockroach Coat,
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Warrens
    Hero Points: 1
    Tshirt Reroll: Used
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cloak of Elvenkind, Blessing of Abadar 1, Black Marsh Spider Venom, Thieves' Tools, Masterwork Tools
    Recharged: Quick-Change Mask, Blessing of Abadar 2, Blessing of Maat, Dagger (Core), Kama,
    Discard Pile: Sheriff Hemlock, Sorrowsoul,
    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 ☐ 7
    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.
    ☐ On your non-combat (☐ or combat) check at an Urban location, add 1d4.
    [X] On your check to acquire, if you are the only local character, you may reroll a die.
    [X] When you acquire a boon, you may bury (☐ or discard) it to explore.
    ☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

    "


    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: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:The difficulty of checks to acquire is increased by 2.”

    Top of Giant Lair is Random Monster 1

    Muck Graul:

    RotR
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

    Combat 15: 1d8 + 6 + 1d10 + 1d4 + 1d8 ⇒ (4) + 6 + (6) + (2) + (1) = 19

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4
    Blessed - 1d8

    Recharge Joke to bless

    No Fire, so undefeated

    Random Char 1-S, 2-U: 1d2 ⇒ 1 -> Sajan again

    Combat 15: 1d8 + 6 + 1d10 + 1d4 + 1d8 ⇒ (8) + 6 + (9) + (4) + (4) = 31

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4
    Blessed - 1d8

    Recharge Pharasma to bless

    Muck Graul gets recharged into the Giant Lair

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Thieves' Tools, Staff of Minor Healing, Blessing of Milani

    DISPLAYED:
    Deck: 12 | Discards: 1 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    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. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair 4-7, Muck Graul remain // Muck Graul is on bottom
    Merisiel - Warrens CLOSED
    Courtyard 1-10 remain
    Thassilonian Library 1-11 remain
    Zetha - Prison 1-9 remain // 1=Villain (Mokmurian)


  • 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 Lamashtu
    Hour Rules: None
    SOT: Draw 2 RNG Monsters:Troll, Goblin Commando
    Move: XX -> YY
    Location Powers: If you acquire a spell, reset your hand and end your turn.
    Explore: Detect Evil
    Wis 4+2: 1d4 ⇒ 1
    Fail, Banish
    Cast Detect Magic

    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.

    Magic Trait - May Encounter
    Arcane 6+2: 1d10 + 2 ⇒ (9) + 2 = 11
    Spell Acquired, Reset Hand and end turn.

    DiscardGoblin Commando, and Frost Ray

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.
    Detect Magic Arcane 5: 1d10 + 2 ⇒ (1) + 2 = 3
    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Frost Ray
    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: Mind's Eye Blade, Good Omen (Core), Mist Horn, Troll, Gem of Mental Acuity, Bound Imp, Warlord,

    Displayed: Ahtez,
    Deck: 10 Discard: 5 Buried: 3
    Hero Points: 2
    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): Binder's Tome, Augury (Core), Blackwing Librarian, Bound Magma Spirit, Blessing of Sivanah, Summon Lessor Monster, Blessing of Lamashtu, Cure (Core), Phantom Steed, Blessing of Iomedae
    Recharged:
    Discard Pile: Blessing of Abadar, Toad, Frost Ray, Goblin Commando 2, Detect Magic,
    Buried Pile: Hill Giant, Goblin Pyro, 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 ☐ 8 ☐ 9
    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 ([X] or 2 random monsters) (☐ or 3 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) ([X] or to examine the top card of any location deck).
    ☐ Add 1d4 (☐1d8) to your check to acquire or recharge an ally or spell.
    ☐ When you would fail to acquire a boon, you may evade it. (☐ If you do, you may shuffle it into another location deck.)

    "


    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: The difficulty of checks to acquire is increased by 2.

    Scenario Level (#): 4

    Turn: 12, Uliah/TheChu

    Random Cards:

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

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

    Spoiler:
    Carrionstorm
    RotR
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Spoiler:
    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.

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

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

    Spoiler:
    Mystic Inscription
    RotR
    Barrier 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.

    Weapons
    Spoiler:
    Starknife
    RotR
    Weapon B
    Traits:
    Elite
    Finesse
    Knife
    Melee
    Piercing
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

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

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

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

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

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

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

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

    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:
    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.

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

    Spoiler:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

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

    Location #1: 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: None

    Apothecary Card 1:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Apothecary Card 2:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    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.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.
    Apothecary Card 7:
    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.
    Apothecary Card 8:
    Harpy
    RotR
    Monster 4
    Traits:
    Harpy
    To Defeat:
    Combat 14
    Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
    Apothecary Card 9:
    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.
    Apothecary Card 10:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #2: Giant Lair
    At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
    When Closing: Succeed at a Strength or Melee 10 check.
    When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 3 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, Uliah/TheChu, None
    Giant Lair Card 1:
    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.
    Giant Lair Card 2:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Giant Lair Card 3:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Giant Lair Card 4:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Lair Card 5 (Muck Graul):
    Muck Graul
    RotR
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

    Location #3: Warrens
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Merisiel/AbrahamZ., None

    Location #4: Courtyard
    At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
    When Closing: Succeed at a Dexterity or Acrobatics 10 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Courtyard Card 1:
    Mammoth
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
    Courtyard Card 2:
    Shortspear +3
    RotR
    Weapon 4
    Traits:
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
    Courtyard Card 3:
    Longsword +1
    RotR
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Courtyard 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.
    Courtyard Card 5:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Courtyard Card 6:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Courtyard Card 7:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    Courtyard Card 8:
    Donkey Rats
    RotR
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.
    Courtyard Card 9:
    Reflecting Shield
    RotR
    Armor 4
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Courtyard Card 10:
    Wand of Scorching Ray
    RotR
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand
    Fire
    Ranged
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Location #5: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    Thassilonian Library Card 1:
    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.
    Thassilonian Library Card 2:
    Reduction Field
    RotR
    Barrier 4
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Constitution
    Fortitude
    Dexterity
    Disable 13
    If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
    Thassilonian Library Card 3:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Thassilonian Library Card 4:
    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.
    Thassilonian Library Card 5:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Thassilonian Library Card 6:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.
    Thassilonian Library 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: 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: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Prison Card 1 (Mokmurian):
    Mokmurian
    RotR
    Villain 4
    Type: Monster
    Traits:
    Giant
    Transmuter
    To Defeat:
    Combat 20
    THEN Combat 24
    Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
    If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
    Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
    Prison Card 2:
    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.
    Prison Card 3:
    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.
    Prison Card 4:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
    Prison Card 5:
    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.
    Prison Card 6:
    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.
    Prison Card 7:
    Ranger Stash
    RotR
    Barrier 3
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 12
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.
    Prison 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.
    Prison Card 9:
    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.


    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: Giant Lair
    Location Power: The difficulty to defeat monsters with the Giant trait is increased by 2.
    Scenario Powers: The difficulty of checks to acquire is increased by 2.

    End of Move: Recharging Divine card (Divine Insight) to allow (Uliah) to recharge a random card from their discards = Blessing of the Lord in Iron

    Uliah explores the Giant Lair.

    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.

    Auto-fail that, discarding The Keep to explore again

    Wyvern:
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.

    Combat 16: 1d6 + 1 + 2 + 1d8 + 1 + 1d4 + 1d6 ⇒ (5) + 1 + 2 + (1) + 1 + (1) + (2) = 13

    Roll Details:

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

    Recharging Covering Heavy Shield to reroll a die

    Combat 16: 5 + 1 + 2 + 1d8 + 1 + 1 + 2 ⇒ 5 + 1 + 2 + (4) + 1 + 1 + 2 = 16

    Uliah wrote:

    Hand: Glorious Warhammer, Cure (Core), Augury, Camel (Level 1), Retriever (Level 1), Blessing of Abadar (Level 2),

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Giant Lair
    Hero Points: 0
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: Saving for myself - None
    * Cure - Heal local character 1d4+1 cards
    * 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 Abadar (2) - Add 1 die to any check, or 2 dice against a barrier. Recharges if Blessing of Abadar is the hour
    Movement:
    Move me to the Giant Lair if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wyrmsmite, Holy Light, Banner of the Ancient Kings, Horse (Level 1)
    Recharged: Divine Insight, Blessing of the Lord in Iron (3), Orison (Level 1), Covering Heavy Shield,
    Discard Pile: Flaming Mace, Iomedae's Justice (Level 1), Blessing of Iomedae (1), Deathgrip, The Keep (Level 1),
    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.
    - ☑ When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand (☑ and at the start of your turn), draw the displayed card.
    - 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:
    - Failed to acquire Card 1 of Giant Lair (Elven Chain Mail)
    - Defeated Card 2 (Wyvern)
    - Discarded The Keep
    - Recharged Divine Insight, Blessing of the Lord in Iron (from Discards), Orison, Covering Heavy Shield

    Board Status
    Most Recent BR Refresh
    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair 3-5 remain // 5=Muck Graul
    Merisiel - Warrens CLOSED
    Courtyard 1-10 remain
    Zetha - Thassilonian Library 1-7 remain
    Prison 1-9 remain // 1=Villain (Mokmurian)


    Deck Handler

    On my previously posted retcon of my (failed) attempt to acquire Venomous Dagger +2, I used my tshirt to reroll the d12 (but still failed), forgetting that I had just added this power "On your check to acquire, if you are the only local character, you may reroll a die." so I still fail, but I didn't need to use my tshirt to do so.

    As noted in Discord, the text of the Stone Golem was correct. Therefore, on my last turn: bury Tunic to reduce dmg to 0 and draw Blackmarsh Spider Venom on hand reset.

    It is the hour of the Gods

    Move to: Courtyard
    Location Power: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.

    Free exploration

    Courtyard Card 1 is Mammoth:

    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

    Location BYA Acro 8, coat: 1d12 + 4 + 1d4 ⇒ (10) + 4 + (4) = 18
    Combat 16, reveal sword cane, reload animalbane dagger, coat, spider venom: 1d12 + 4 + 1d4 + 1d8 + 1 + 1d4 + 3 ⇒ (3) + 4 + (3) + (1) + 1 + (2) + 3 = 17
    Disable 8: 1d12 + 4 ⇒ (1) + 4 = 5
    Bury the top card of my deck: animalbane dagger +1

    Discard Archer to explore

    Courtyard Card 2 is Shortspear +3:

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

    Ask Zetha for Good Omen (Core) - seems like it's worth it for a Weapon 4

    Str 13+2=15, good omen, recharge Spider Venom: 1d6 + 1d6 + 4 + 1d6 ⇒ (3) + (5) + 4 + (5) = 17

    Bury Shortspear +3 to explore

    Courtyard Card 3 is 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.

    Autofail

    Reset Hand

    Board Status
    Most Recent BR Refresh
    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair 3-5 remain // 5=Muck Graul
    Warrens CLOSED
    Merisiel - Courtyard 4-10 remain
    Zetha - Thassilonian Library 1-7 remain
    Prison 1-9 remain // 1=Villain (Mokmurian)

    "

    Merisiel wrote:

    Hand: Sword Cane (Core), Thieves' Tools, Masterwork Tools, Sharper, Blessing of Abadar 1,

    Displayed: Cockroach Coat,
    Deck: 7 Discard: 3 Buried: 3
    Current Location: Courtyard
    Hero Points: 1
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cloak of Elvenkind
    Recharged: Quick-Change Mask, Blessing of Abadar 2, Blessing of Maat, Dagger (Core), Kama, Black Marsh Spider Venom,
    Discard Pile: Sheriff Hemlock, Sorrowsoul, Archer (Core),
    Buried Pile: Snakeskin Tunic, Animalbane Dagger +1, Shortspear +3,

    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 ☐ 7
    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.
    ☐ On your non-combat (☐ or combat) check at an Urban location, add 1d4.
    [X] On your check to acquire, if you are the only local character, you may reroll a die.
    [X] When you acquire a boon, you may bury (☐ or discard) it to explore.
    ☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

    "


    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 Iomedae
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:The difficulty of checks to acquire is increased by 2.”

    Start of turn use Staff to heal myself
    Sajan has all cards in his discard pile healed: (Orison). Deck shuffled.

    Ogrekin:

    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.

    It would appear Uliah and I interrupted an Ogrekin convention at the Giant Lair. I mean where else would a group of Ogrekin meet?

    BYA: 1d4 ⇒ 2

    Combat 15(13+2): 1d8 + 6 + 1d12 + 1 + 1d8 ⇒ (4) + 6 + (9) + 1 + (2) = 22

    Roll Details:

    Combat(Melee) - 1d8+6
    Giantbane Greataxe - 1d12+1
    Giantbane Greataxe (Giant) - 1d8

    We know the next card is the Henchman, so I don't want to spend my blessing to explore. I should be able to handle the fight/close next turn

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Thieves' Tools, Blessing of Milani, Blessing of Cayden Cailean

    DISPLAYED:
    Deck: 13 | Discards: 0 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    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. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair 4-5 remain // 4=Henchman, 5=Muck Graul
    Warrens CLOSED
    Merisiel - Courtyard 4-10 remain
    Zetha - Thassilonian Library 1-7 remain
    Prison 1-9 remain // 1=Villain (Mokmurian)


  • 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
    Banish Warlord to use Steal for Good Omen Recharge Check
    Arcane (Stealth) 8: 1d10 + 6 ⇒ (2) + 6 = 8
    Turn - Hour: XXX - YYY
    Hour Rules: None
    SOT: Draw 2 RNG Monsters:Ghost, Rat Swarm
    Move: XX -> YY
    Location Powers: If you acquire a spell, reset your hand and end your turn.
    Explore: Blessing of Torag
    Banish Ghost to use Stealth, auto acquire.
    Discard it to explore:

    Reduction Field:

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

    Banish Troll to use Stealth
    --Sajan, Blessing of Milani
    Disable (Stealth) 13: 3d10 + 6 ⇒ (8, 2, 2) + 6 = 18
    Defeated

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Blessing of Torag
    Banished: Reduction Field
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Sajan, Blessing of Milani
    Actions needed by other Player(s): None

    "

    Zetha wrote:

    Hand: Mind's Eye Blade, Rat Swarm, Mist Horn, Blessing of Sivanah, Gem of Mental Acuity, Bound Imp, Cure (Core),

    Displayed: Ahtez,
    Deck: 9 Discard: 6 Buried: 6
    Hero Points: 2
    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, Augury (Core), Blessing of Iomedae, Phantom Steed, Binder's Tome, Summon Lessor Monster, Blessing of Lamashtu, Blackwing Librarian
    Recharged: Good Omen (Core),
    Discard Pile: Blessing of Abadar, Toad, Frost Ray, Goblin Commando 2, Detect Magic, Blessing of Torag,
    Buried Pile: Hill Giant, Goblin Pyro, Goblin Commando, Warlord, Ghost, Troll,

    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 ☐ 8 ☐ 9
    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 ([X] or 2 random monsters) (☐ or 3 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) ([X] or to examine the top card of any location deck).
    ☐ Add 1d4 (☐1d8) to your check to acquire or recharge an ally or spell.
    ☐ When you would fail to acquire a boon, you may evade it. (☐ If you do, you may shuffle it into another location deck.)

    "


    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: The difficulty of checks to acquire is increased by 2.

    Scenario Level (#): 4

    Turn: 13, Merisiel/AbrahamZ.

    Random Cards:

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

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

    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:
    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:
    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.

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

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

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

    Spoiler:
    Dogslicer +1
    RotR
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
    If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Spoiler:
    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:
    Frost Longbow +1
    RotR
    Weapon 3
    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 + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold 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+1 with the Cold trait to a combat check at another location.

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

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

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    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:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

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

    Spoiler:
    Potion of Healing
    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:
    Necklace of Fireballs
    RotR
    Item 4
    Traits:
    Accessory
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

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

    Allies
    Spoiler:
    Charmed Red Dragon
    RotR
    Ally 4
    Traits:
    Dragon
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 12
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.

    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:
    Monkey
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

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

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

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

    Spoiler:
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

    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: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    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 2 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Zetha/tcolmaster01
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Uliah/TheChu:
    Spoiler:
    Hourglass Card 3 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 5 Sajan/Gimry
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 6 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 7 Uliah/TheChu:
    Spoiler:
    Hourglass Card 7 Uliah/TheChu
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 8 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 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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 10 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 11 Uliah/TheChu:
    Spoiler:
    Hourglass Card 11 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 12 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 12 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 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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 14 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 15 Uliah/TheChu:
    Spoiler:
    Hourglass Card 15 Uliah/TheChu
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 16 Merisiel/AbrahamZ.
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 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.

    Location #1: 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: None

    Apothecary Card 1:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Apothecary Card 2:
    Venomous Dagger +2
    RotR
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    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.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.
    Apothecary Card 7:
    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.
    Apothecary Card 8:
    Harpy
    RotR
    Monster 4
    Traits:
    Harpy
    To Defeat:
    Combat 14
    Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
    Apothecary Card 9:
    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.
    Apothecary Card 10:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #2: Giant Lair
    At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
    When Closing: Succeed at a Strength or Melee 10 check.
    When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, Uliah/TheChu, None
    Giant Lair Card 1:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Lair Card 2 (Muck Graul):
    Muck Graul
    RotR
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

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

    Location #4: Courtyard
    At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
    When Closing: Succeed at a Dexterity or Acrobatics 10 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None

    Courtyard Card 1:
    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.
    Courtyard Card 2:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Courtyard Card 3:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Courtyard Card 4:
    Staff of Heaven and Earth
    RotR
    Item 4
    Traits:
    Magic
    Staff
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.
    Courtyard Card 5:
    Donkey Rats
    RotR
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.
    Courtyard Card 6:
    Reflecting Shield
    RotR
    Armor 4
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Courtyard Card 7:
    Wand of Scorching Ray
    RotR
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand
    Fire
    Ranged
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Location #5: Thassilonian Library
    At This Location: If you acquire a spell, reset your hand and end your turn.
    When Closing: Banish a spell.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    Thassilonian Library Card 1:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Thassilonian Library 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.
    Thassilonian Library Card 3:
    Stone Golem
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Thassilonian Library Card 4:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.
    Thassilonian Library 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.

    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: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Prison Card 1 (Mokmurian):
    Mokmurian
    RotR
    Villain 4
    Type: Monster
    Traits:
    Giant
    Transmuter
    To Defeat:
    Combat 20
    THEN Combat 24
    Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
    If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
    Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
    Prison Card 2:
    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.
    Prison Card 3:
    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.
    Prison Card 4:
    Collapsed Ceiling
    RotR
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
    Prison Card 5:
    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.
    Prison Card 6:
    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.
    Prison Card 7:
    Ranger Stash
    RotR
    Barrier 3
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 12
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.
    Prison 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.
    Prison Card 9:
    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.


    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: Giant Lair
    Location Power: The difficulty to defeat monsters with the Giant trait is increased by 2.
    Scenario Powers: The difficulty of checks to acquire is increased by 2.

    Uliah moves to the Apothecary.

    Using Augury to examine top 3 of location for (Monsters): Stone Golem (Henchman - Monster 4), Venomous Dagger +2 (Weapon 3), Blessing of Calistria (Blessing 0)
    Shuffling location and putting (Stone Golem) at the (top)

    Uliah attempts to recover all cards in his Recovery pile.
    Augury: Divine 8: 1d10 + 2 + 3 + 1d4 ⇒ (6) + 2 + 3 + (1) = 12 -> Augury recharged.

    Did not explore, so healing the top 1d6 cards from discards
    Location Power: 1d6 ⇒ 6

    Display Banner of Ancient Kings on start of next turn (Merisiel)

    Uliah wrote:

    Hand: Glorious Warhammer, Cure (Core), Camel (Level 1), Retriever (Level 1), Blessing of Abadar (Level 2),

    Displayed: Banner of the Ancient Kings,
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Apothecary
    Hero Points: 0
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: Saving for myself - None
    * Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).
    * Cure - Heal local character 1d4+1 cards
    * Blessing of Abadar (2) - Add 1 die to any check, or 2 dice against a barrier. Recharges if Blessing of Abadar is the hour
    Movement:
    Move me to the Giant Lair 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 Iomedae (Level 1), Blessing of the Lord in Iron (Level 3), Augury, Iomedae's Justice (Level 1), Deathgrip, The Keep (Level 1), Holy Light, Divine Insight, Wyrmsmite, Orison (Level 1), Covering Heavy Shield, Flaming Mace, Horse (Level 1)
    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.
    - ☑ When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand (☑ and at the start of your turn), draw the displayed card.
    - 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:
    - Moved to Apothecary
    - Shuffled Location, putting Stone Golem on top
    - Recharged Augury
    - Healed Flaming Mace, Iomedae's Justice, Blessing of Iomedae, Deathgrip, The Keep
    - Displayed Banner of Ancient Kings on start of next turn (Merisiel)

    Board Status
    Most Recent BR Refresh
    Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Uliah - Apothecary 1-10 remain // 1=Henchman (Stone Golem)
    Sajan - Giant Lair 1-2 remain // 1=Henchman, 2=Muck Graul
    Warrens CLOSED
    Merisiel - Courtyard 1-7 remain
    Zetha - Thassilonian Library 1-5 remain
    Prison 1-9 remain // 1=Villain (Mokmurian)


    Deck Handler

    It is the hour of ?

    Location Power: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.

    Free exploration

    Courtyard Card 1 is 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.

    Con 4+2=6, recharging thieves' tools: 1d6 + 1d6 ⇒ (3) + (2) = 5
    reroll the 2, Con 6: 3 + 1d6 ⇒ 3 + (2) = 5 banished

    discard Abadar 1 to explore

    Courtyard Card 2 is 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.

    BYA Acrobatics 8, coat: 1d12 + 4 + 1d4 ⇒ (3) + 4 + (2) = 9
    Combat 10+4=14, reload sword cane, recharge masterwork tools, coat: 1d12 + 4 + 2d4 + 1d6 + 1d4 ⇒ (11) + 4 + (3, 1) + (2) + (1) = 22

    Reset Hand

    At the start of Sajan's turn: recharge Quick-Change Mask to recharge a random ally from discards: Archer

    Board Status
    Most Recent BR Refresh
    Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Uliah - Apothecary 1-10 remain // 1=Henchman (Stone Golem)
    Sajan - Giant Lair 1-2 remain // 1=Henchman, 2=Muck Graul
    Warrens CLOSED
    Merisiel - Courtyard 3-7 remain
    Zetha - Thassilonian Library 1-5 remain
    Prison 1-9 remain // 1=Villain (Mokmurian)

    "

    Merisiel wrote:

    Hand: Sword Cane (Core), Cloak of Elvenkind, Sharper, Blessing of Abadar 2,

    Displayed: Cockroach Coat,
    Deck: 8 Discard: 3 Buried: 3
    Current Location: Courtyard
    Hero Points: 1
    Tshirt Reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of Maat, Dagger (Core), Kama, Black Marsh Spider Venom, Thieves' Tools, Masterwork Tools, Quick-Change Mask, Archer (Core),
    Discard Pile: Sheriff Hemlock, Sorrowsoul, Blessing of Abadar 1,
    Buried Pile: Snakeskin Tunic, Animalbane Dagger +1, Shortspear +3,

    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 ☐ 7
    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.
    ☐ On your non-combat (☐ or combat) check at an Urban location, add 1d4.
    [X] On your check to acquire, if you are the only local character, you may reroll a die.
    [X] When you acquire a boon, you may bury (☐ or discard) it to explore.
    ☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

    "


    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 Iomedae
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:The difficulty of checks to acquire is increased by 2.”

    Stone Golem:

    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 20
    The Stone Golem is immune to the Mental and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Auto Fail BYA

    Combat 22(20+2): 1d8 + 6 + 1d12 + 1 + 1d8 + 1 ⇒ (7) + 6 + (6) + 1 + (3) + 1 = 24

    Roll Details:

    Combat(Melee) - 1d8+6
    Giantbane Greataxe - 1d12+1
    Giantbane Greataxe (Giant) - 1d8
    Banner of Ancient Kings - 1

    Melee 10: 1d8 + 6 + 1d8 ⇒ (7) + 6 + (3) = 16

    Roll Details:

    Melee - 1d8+6
    Blessed - 1d8

    Recharge Cayden Cailean to bless

    Lair Closed

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Thieves' Tools, Blessing of Gorum, Orison

    DISPLAYED:
    Deck: 12 | Discards: 1 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    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. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
  • Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).
  • For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.

    Uliah - Apothecary 1-10 remain // 1=Henchman (Stone Golem)
    Sajan - Giant Lair CLOSED
    Warrens CLOSED
    Merisiel - Courtyard 3-7 remain
    Zetha - Thassilonian Library 1-5 remain
    Prison 1-9 remain // 1=Villain (Mokmurian)


  • Out of Turn Updates: None

    Turn - Hour: Blessing of the Gods
    Hour Rules: None
    SOT: Draw 2 RNG Monsters:Ghoul, Shining Child
    Move: XX -> YY
    Location Powers: If you acquire a spell, reset your hand and end your turn.
    Explore: Mirror Image
    Arcane 6: 1d10 + 2 ⇒ (7) + 2 = 9
    Acquired
    Location Power, Reset hand and end turn.
    Discard Ghoul, Shining Child, Mirror Image

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Mirror Image
    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: Mind's Eye Blade, Rat Swarm, Mist Horn, Blessing of Sivanah, Gem of Mental Acuity, Bound Imp, Cure (Core),

    Displayed: Ahtez,
    Deck: 9 Discard: 9 Buried: 6
    Hero Points: 2
    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): Blackwing Librarian, Phantom Steed, Summon Lessor Monster, Binder's Tome, Bound Magma Spirit, Blessing of Lamashtu, Blessing of Iomedae, Augury (Core)
    Recharged: Good Omen (Core),
    Discard Pile: Blessing of Abadar, Toad, Frost Ray, Goblin Commando 2, Detect Magic, Blessing of Torag, Ghoul, Shining Child, Mirror Image,
    Buried Pile: Hill Giant, Goblin Pyro, Goblin Commando, Warlord, Ghost, Troll,

    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 ☐ 8 ☐ 9
    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 ([X] or 2 random monsters) (☐ or 3 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) ([X] or to examine the top card of any location deck).
    ☐ Add 1d4 (☐1d8) to your check to acquire or recharge an ally or spell.
    ☐ When you would fail to acquire a boon, you may evade it. (☐ If you do, you may shuffle it into another location deck.)

    "

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