[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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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: 20, Uliah/TheChu

Random Cards:

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

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

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

Spoiler:
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:
Attic Whisperer
RotR
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

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

Spoiler:
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.

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:
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:
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:
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.

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

Spoiler:
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.

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

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

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

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

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

Items
Spoiler:
Potion of 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:
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:
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 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:
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.

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

Spoiler:
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:
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:
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:
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.

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

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

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

Current Hour:

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

Hours Remaining: 10

Hourglass

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

Apothecary Card 1 (Stone Golem):
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:
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 3:
Grizzled Mercenary
RotR
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Apothecary Card 4:
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 5:
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 6:
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 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.
Apothecary Card 8:
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 9:
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.
Apothecary Card 10:
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.

Location #2: Giant Lair
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Sajan/Gimry, None

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: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/AbrahamZ., None

Courtyard 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.
Courtyard Card 2:
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 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.
Courtyard Card 4:
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 5:
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: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zetha/tcolmaster01, None
Thassilonian Library Card 1:
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Thassilonian Library 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.
Thassilonian Library Card 3:
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 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.

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 Torag
Hour Power:No effect.
Location: Apothecary
Location Power: 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.
Scenario Powers: The difficulty of checks to acquire is increased by 2.

Uliah explores the Apothecary.

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.

Skipping/auto-failing the BYA with no Attack spells in my hand

Ask Sajan for his Blessing of Gorum

Combat 20: 1d6 + 1 + 2 + 1d8 + 1 + 1d4 + 2d6 + 1 ⇒ (1) + 1 + 2 + (5) + 1 + (3) + (6, 6) + 1 = 26

Roll Details:

Melee: 1d6+1+2
Glorious Warhammer: 1d8+1
Reveal a Mount (Camel): 1d4
Double Bless (Blessing of Gorum): 2d6
Banner of the Ancient Kings: 1

Attempt to close

Ask Zetha for her Blessing of Sivanah

Intelligence 6: 1d6 + 2d6 ⇒ (3) + (2, 2) = 7

Roll Details:

Intelligence: 1d6
Double Bless (Blessing of Sivannah): 2d6

Location closed

Uliah wrote:

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

Displayed: Banner of the Ancient Kings,
Deck: 12 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).
* Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
* 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): Divine Insight, The Keep (Level 1), Orison (Level 1), Blessing of the Lord in Iron (Level 3), Iomedae's Justice (Level 1), Wyrmsmite, Holy Light, Augury, Blessing of Iomedae (Level 1), Deathgrip, Horse (Level 1), Flaming Mace
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:
- Defeated Card 1 of Apothecary (Stone Golem)
- Used Sajan's Blessing of Gorum
- Used Zetha's Blessing of Sivanah
- Location Closed

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.

    Notes for Sajan: Used Blessing of Gorum

    Notes for Zetha: Used Blessing of Sivanah

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


  • Deck Handler

    It is the hour of Desna

    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 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.

    BYA - irrelevant
    Location BYA Acrobatics 8, coat: 1d12 + 4 + 1d4 ⇒ (4) + 4 + (4) = 12

    Combat 20, reload Sword Cane to use Stealth, recharge Cloak of Elvenkind to auto-succeed at Stealth

    When Closing: Succeed at a Dexterity or Acrobatics 10 check.
    Acro 10, coat, discard Abadar 2: 2d12 + 4 + 1d4 ⇒ (6, 5) + 4 + (3) = 18

    When Permanently Closed: No effect.

    Combat dmg: 1d4 ⇒ 2 discard Sharper - no other cards in hand.

    Reset Hand

    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.

    Notes for Sajan: Used Blessing of Gorum

    Notes for Zetha: Used Blessing of Sivanah

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

    "

    Merisiel wrote:

    Hand: Sword Cane (Core), Dagger (Core), Kama, Black Marsh Spider Venom, Blessing of Maat,

    Displayed: Cockroach Coat,
    Deck: 5 Discard: 5 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: Thieves' Tools, Masterwork Tools, Quick-Change Mask, Archer (Core), Cloak of Elvenkind,
    Discard Pile: Sheriff Hemlock, Sorrowsoul, Blessing of Abadar 1, Blessing of Abadar 2, Sharper,
    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

    OFF-TURN ACTIONS:
    Missed Stone Golem Damage: 1d4 ⇒ 1
    Power reduces damage to 0

    ========================
    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.”

    Move to Prison

    Zetha can banish cure to guard Thassilonian Library

    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.

    Fortitude 8: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Use Orison to bless

    Use Paizo Reroll on a d6
    Fortitude 8: 1d6 + 2 + 4 ⇒ (4) + 2 + 4 = 10

    Bury Shock Glaive

    Combat 18(20-2): 1d8 + 6 + 1d12 + 1 + 1d8 + 1 ⇒ (2) + 6 + (1) + 1 + (7) + 1 = 18

    Roll Details:

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

    Combat 22(24-2): 1d8 + 6 + 1d12 + 1 + 1d8 + 1d8 + 1 ⇒ (4) + 6 + (11) + 1 + (1) + (1) + 1 = 25

    Roll Details:

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

    Use Uliahs Abadar to bless

    We Win!


  • Development:
    You’re fairly certain the statues have stopped moving, and
    there’s no doubt about the giant, whose blood pools black
    where he stood. So this was one of Alaznist’s more powerful
    runeslaves, ostensibly in charge of the mages who were training
    to penetrate Belimarius’s abjurations. At least, that’s what you
    gathered from the enraged giant’s commands.

    As you pick through your adversaries’ remnants, a wave of
    jealousy surges through you. You must find the choicest pieces,
    lest your companions—or those who come here after you—claim
    something that you rightly earned.

    And whatever loot awaits in the sprawling chambers beyond—
    it’s yours, you decide, as you barrel ahead without a second thought.

    Rewards
    For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Mokmurian’s Club. At the end of each scenario, return the loot to the game box.

    Mokmurian's Club:

    Loot
    Type: Weapon
    Traits: 2-Handed Bludgeoning Club Magic Melee
    To Acquire:
    For your combat check, reveal this card to roll your Strength or Melee die +1d10+2; you may additionally discard one other card from your hand to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you defeat a monster while playing this weapon, recharge a random card from your discard pile.

    Sheriff Hemlock (Ally B)
    Blessing of Torag (Blessing B)
    Blessing of Iomedae (Blessing B)
    Mirror Image (Spell B)
    Frost Ray (Spell 1)
    Shortspear +3 (Weapon 4)
    Venomous Dagger +2 (Weapon 3)


    2-4B: THE TORMENTED TROLLS
    Trouncing through the corridors beyond the stone mages’
    stronghold, your head begins to clear. You can’t quite
    fathom why you considered hoarding these ancient riches
    for yourself. A hero who turns on her allies is bound to end up dead.

    The cramped tunnel suddenly opens into a wide, impossibly tall
    chamber. Nearly 10 feet up, in alcoves built into the walls on either
    side of you, are several immobile trolls. The beasts are viciously
    maimed—each has broken tusks, pustules covering their limbs,
    and burn marks scorched into their flesh. They don’t seem to have
    noticed you. In fact, if they’re even alive, they certainly can’t move.

    No danger imminent, you examine a set of tables below the
    alcoves, laden with scrolls and tomes. Alaznist must have magically
    preserved them. Could they hold ancient secrets of Thassilonian
    magic? With just a drop of the might that Alaznist wielded, you
    could be unstoppable. Think of the power! Think of the wealth!

    You tear through the documents looking for anything that
    might slake your sudden thirst. All you find are drily written notes
    recording some sort of cruel experiments.

    “Mok-lurian... zah?” The words for “test rodent” sound alien on
    your tongue, and you’re not sure why they’re even mentioned here.

    Dull groans—followed by throaty roars—make things all too
    clear. You’ve accidentally awakened the trolls!


    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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 0, Merisiel/AbrahamZ.

    Random Cards:

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

    Spoiler:
    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:
    Cave Bear
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    Damage dealt by the Cave Bear is increased by 1d4-1.

    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:
    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.

    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:
    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:
    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:
    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.

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

    Spells
    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    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:
    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 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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    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 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 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 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 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:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

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

    Location #1: 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: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Location #5: 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 #6: 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


    Deck Handler

    Starting location: Warrens

    "

    Merisiel wrote:

    Hand: Sword Cane (Core), Kama, Cockroach Coat, Sorrowsoul, Blessing of Abadar 2,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Warrens
    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): Animalbane Dagger +1, Quick-Change Mask, Blessing of Abadar 1, Dagger (Core), Snakeskin Tunic, Cloak of Elvenkind, Blessing of Maat, Archer (Core), Thieves' Tools, Black Marsh Spider Venom, Masterwork Tools, Sharper
    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 Treacherous Cave.

    Uliah wrote:

    Hand: Glorious Warhammer, Deathgrip, Cure (Core), Horse (Level 1), Blessing of the Lord in Iron (Level 3),

    Displayed: Banner of the Ancient Kings,
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Treacherous Cave
    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 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): Covering Heavy Shield, The Keep (Level 1), Camel (Level 1), Wyrmsmite, Iomedae's Justice (Level 1), Orison (Level 1), Retriever (Level 1), Augury, Holy Light, Blessing of Iomedae (Level 1), Divine Insight, Flaming Mace, Blessing of Abadar (Level 2)
    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)(□+2).
    - At the end of your move step, you may recharge a Divine card (□ or an ally) 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 (□ +1) 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.
    - ☑ When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier.
    - 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: □


    Starting: Apothecary

    "

    Zetha wrote:

    Hand: Phantom Steed, Cauterizing Blade, Binder's Tome, Toad, Good Omen (Core), Blessing of Sivanah, Summon Lessor Monster,

    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 Lamashtu, Mist Horn, Gem of Mental Acuity, Bound Magma Spirit, Cure (Core), Bound Imp, Blackwing Librarian, Detect Magic, Blessing of Iomedae, Augury (Core), Blessing of Abadar
    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).
    [X] 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.)

    "


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

    Start at Deeper Dungeons

    Sajan wrote:

    HAND: Earthbreaker, Staff of Minor Healing, Naval Hero, Orison, The Joke

    DISPLAYED:
    Deck: 13 | Discards: 0 | Bury Pile: 0
    Current Location: Deeper Dungeons
    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


    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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 1, Sajan/Gimry

    Random Cards:

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

    Spoiler:
    Hag
    RotR
    Monster 3
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

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

    Spoiler:
    Ghoul Bat
    RotR
    Monster 4
    Traits:
    Undead
    To Defeat:
    Combat 17
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    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.

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

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

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

    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:
    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.

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

    Spoiler:
    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:
    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:
    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.

    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:
    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:
    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:
    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:
    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.

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

    Items
    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

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

    Location #1: 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: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, None

    Deeper Dungeons Card 1:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Deeper Dungeons Card 2:
    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.
    Deeper Dungeons Card 3:
    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.
    Deeper Dungeons Card 4:
    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.
    Deeper Dungeons Card 5:
    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.
    Deeper Dungeons Card 6:
    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.
    Deeper Dungeons Card 7:
    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.
    Deeper Dungeons Card 8:
    Redcap
    RotR
    Monster 4
    Traits:
    Fey
    To Defeat:
    Combat 17
    OR Divine 12
    If undefeated, shuffle the Redcap into a random open location deck.
    Deeper Dungeons Card 9:
    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.
    Deeper Dungeons Card 10:
    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.

    Location #2: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    General Store Card 1:
    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.
    General Store Card 2:
    Lizard
    RotR
    Ally 4
    Traits:
    Animal
    Arcane
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Survival 8
    Discard this card to succeed at your Stealth or Survival check.
    Discard this card to explore your location.
    General Store Card 3:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 4:
    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.
    General Store Card 5:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 6:
    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.
    General Store Card 7:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 8:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    General Store Card 9:
    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.
    General Store Card 10:
    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.

    Location #3: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, None
    Treacherous Cave Card 1:
    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.
    Treacherous Cave Card 2:
    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.
    Treacherous Cave Card 3:
    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.
    Treacherous Cave Card 4:
    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.
    Treacherous Cave Card 5:
    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.
    Treacherous Cave Card 6:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Treacherous Cave Card 7:
    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.
    Treacherous Cave Card 8:
    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.
    Treacherous Cave 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.
    Treacherous Cave Card 10:
    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.

    Location #4: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None
    Warrens Card 1:
    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.
    Warrens Card 2:
    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 3:
    Battered Chest
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.
    Warrens Card 4:
    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.
    Warrens Card 5:
    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.
    Warrens Card 6:
    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.
    Warrens Card 7:
    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.
    Warrens Card 8:
    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.
    Warrens Card 9:
    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.
    Warrens Card 10:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #5: 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
    Giant Lair Card 1:
    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.
    Giant Lair Card 2:
    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.
    Giant Lair Card 3:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
    Giant Lair Card 4:
    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.
    Giant Lair Card 5:
    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.
    Giant Lair Card 6:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Giant Lair Card 7:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Lair Card 8:
    Explosive Runes
    RotR
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Giant Lair Card 9:
    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 10:
    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.

    Location #6: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    Apothecary Card 1:
    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.
    Apothecary Card 2:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Apothecary Card 3:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 4:
    Runechill Hatchet +2
    RotR
    Weapon 4
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.
    Apothecary Card 7:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 8:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Apothecary Card 9:
    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.
    Apothecary Card 10:
    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.


    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:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Tyrant Troll:

    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 16(15+1): 1d8 + 6 + 1d12 + 1d6 + 1d8 ⇒ (8) + 6 + (12) + (5) + (1) = 32

    Roll Details:

    Combat(Melee) - 1d8+6
    Earthbreaker - 1d12
    Scenario Power - 1d6
    Troll Fire - 1d8

    Bury Blessing of Pharasma for scenario power

    Fortitude 8: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (4) = 9

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Recharge Orison to bless

    Sajan wrote:

    HAND: Earthbreaker, Staff of Minor Healing, Naval Hero, Desna's Freedom, The Joke

    DISPLAYED:
    Deck: 12 | Discards: 0 | Bury Pile: 1
    Current Location: Deeper Dungeons
    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
    Sajan - Deeper Dungeons CLOSED
    General Store
    Uliah - Treacherous Cave
    Merisiel - Warrens
    Giant Lair
    Zetha - Apothecary


  • 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:Scout, Troll
    --Display Phantom Steed
    Move: XX -> YY
    Location Powers: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    Explore: Staff of Minor Healing
    Banish Scout to use Stealth to auto acquire

    Discard Toad to explore:

    Tyrant Troll:

    SoRu Henchman 4
    Type: Monster
    Traits: Giant Troll
    To Defeat: Combat 15
    Damage dealt by the Tyrant Troll is increased by 2. If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated. If defeated, you may immediately attempt to close the location this henchman came from.

    -Bury Top card of deck to add 1d6 + fire (Troll also adds 1d8) : Augury (Core)
    Combat 15: 1d10 + 1d8 + 1d6 + 10 ⇒ (6) + (5) + (4) + 10 = 25

    Defeated

    CHOOSE NOT TO CLOSE.

    Recharge Staff of Minor Healing to recharge toad.

    Banish Troll to examine top card of location: Blessing of the Gods

    Discard Blessing of Sivanah to explore: Blessing of the Gods
    Auto Acquire Blessing of the Gods

    Discard Blessing of the Gods to explore:

    Runechill Hatchet +2:

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

    d4 isn't worth it, banish.

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

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

    "

    Zetha wrote:

    Hand: Cure (Core), Cauterizing Blade, Binder's Tome, Bound Imp, Good Omen (Core), Gem of Mental Acuity, Summon Lessor Monster,

    Displayed: Ahtez, Phantom Steed,
    Deck: 9 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): Blessing of Iomedae, Bound Magma Spirit, Blessing of Abadar, Detect Magic, Mist Horn, Blackwing Librarian, Blessing of Lamashtu
    Recharged: Staff of Minor Healing, Toad,
    Discard Pile: Blessing of Sivanah, Blessing of the Gods,
    Buried Pile: Scout, Augury (Core), 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).
    [X] 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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 3, Uliah/TheChu

    Random Cards:

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

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

    Spoiler:
    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.

    Barriers
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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.

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

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

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

    Armors
    Spoiler:
    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

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

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

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

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

    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: 27

    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 Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    Blessing of 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 4 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 Sajan/Gimry
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 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 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 Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 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 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 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 21 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 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 22 Sajan/Gimry:
    Spoiler:
    Hourglass Card 22 Sajan/Gimry
    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 23 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Zetha/tcolmaster01
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 24 Uliah/TheChu:
    Spoiler:
    Hourglass Card 24 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 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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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.

    Location #1: 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

    Location #2: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    General Store Card 1:
    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.
    General Store Card 2:
    Lizard
    RotR
    Ally 4
    Traits:
    Animal
    Arcane
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Survival 8
    Discard this card to succeed at your Stealth or Survival check.
    Discard this card to explore your location.
    General Store Card 3:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 4:
    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.
    General Store Card 5:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 6:
    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.
    General Store Card 7:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 8:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    General Store Card 9:
    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.
    General Store Card 10:
    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.

    Location #3: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, None
    Treacherous Cave Card 1:
    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.
    Treacherous Cave Card 2:
    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.
    Treacherous Cave Card 3:
    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.
    Treacherous Cave Card 4:
    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.
    Treacherous Cave Card 5:
    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.
    Treacherous Cave Card 6:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Treacherous Cave Card 7:
    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.
    Treacherous Cave Card 8:
    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.
    Treacherous Cave 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.
    Treacherous Cave Card 10:
    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.

    Location #4: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None
    Warrens Card 1:
    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.
    Warrens Card 2:
    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 3:
    Battered Chest
    RotR
    Barrier B
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.
    Warrens Card 4:
    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.
    Warrens Card 5:
    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.
    Warrens Card 6:
    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.
    Warrens Card 7:
    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.
    Warrens Card 8:
    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.
    Warrens Card 9:
    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.
    Warrens Card 10:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #5: 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
    Giant Lair Card 1:
    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.
    Giant Lair Card 2:
    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.
    Giant Lair Card 3:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
    Giant Lair Card 4:
    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.
    Giant Lair Card 5:
    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.
    Giant Lair Card 6:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Giant Lair Card 7:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Lair Card 8:
    Explosive Runes
    RotR
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Giant Lair Card 9:
    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 10:
    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.

    Location #6: 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: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None
    Apothecary 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.
    Apothecary Card 2:
    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.
    Apothecary Card 3:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 4:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.


    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: Treacherous Cave
    Location Power: You must succeed at a Constitution or Fortitude 6 check to move or be moved to another location.
    Scenario Powers: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
    On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.

    Uliah explores the Treacherous Cave.

    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.

    Combat 10: 1d6 + 1 + 2 + 1d8 + 1 + 1d4 + 1 ⇒ (3) + 1 + 2 + (2) + 1 + (1) + 1 = 11

    Roll Details:

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

    Reloading Glorious Warhammer to ignore its after acting power
    Discarding Horse to explore again

    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.

    Wisdom 4: 1d10 + 2 ⇒ (8) + 2 = 10

    Roll Details:

    Wisdom: 1d10+2

    Discarding Spyglass to examine top 2 cards of location: Troll (Monster 4), Arcane Lock (Barrier 4). Swap the order so Arcane Lock is on top

    Uliah wrote:

    Hand: Glorious Warhammer, Wyrmsmite, Deathgrip, Cure (Core), Blessing of the Lord in Iron (Level 3), Blessing of Abadar (Level 2),

    Displayed: Banner of the Ancient Kings,
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Treacherous Cave
    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 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.
    * 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): Orison (Level 1), Retriever (Level 1), Holy Light, Flaming Mace, Divine Insight, Augury, Camel (Level 1), The Keep (Level 1), Iomedae's Justice (Level 1), Covering Heavy Shield
    Recharged:
    Discard Pile: Horse (Level 1), Spyglass,
    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)(□+2).
    - At the end of your move step, you may recharge a Divine card (□ or an ally) 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 (□ +1) 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.
    - ☑ When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier.
    - 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 Treacherous Cave (Hell Hound)
    - Acquired Card 2 (Spyglass)
    - Swapped Card 3 and Card 4 so Arcane Lock is on top, followed by Troll
    - Discarded Horse, Spyglass

    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).

    Sajan - Deeper Dungeons CLOSED
    General Store 1-10 remain
    Uliah - Treacherous Cave 3-10 remain // 3=Troll, 4=Arcane Lock; Swap so Arcane Lock is on top
    Merisiel - Warrens 1-10 remain
    Giant Lair 1-10 remain
    Zetha - Apothecary 1-6 remain


    Deck Handler

    It is the hour of the Gods

    Scenario Power: At the start of your turn, you may examine the top card of a deck of another character at your location (N/A), then you may put it on the bottom of that character’s deck.

    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 Heavy Crossbow:

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

    Dex 7: 1d12 + 3 ⇒ (8) + 3 = 11

    Bury Heavy Crossbow (Merisiel power) to explore

    Warrens Card 2 is 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.

    Dex 11, recharging sword cane: 1d12 + 3 + 1d6 ⇒ (2) + 3 + (1) = 6
    Dex 11 (Merisiel power reroll d12): 1d12 + 4 ⇒ (8) + 4 = 12

    Bury Shock Longbow to explore

    Warrens Card 3 is 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.

    Disable 10, discarding Abadar 2: 3d12 + 5 ⇒ (5, 4, 12) + 5 = 26

    How many random Items do I get: 1d4 ⇒ 4

    Random Item 1 is Boots of Elvenkind:

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

    Random Item 2 is 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.

    Random Item 3 is Chime of Unlocking:

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

    Random Item 4 is Headband of Alluring Charisma 2:

    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.

    Discard Sorrowsoul to explore

    Warrens Card 4 is 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.

    Int 8, recharging Headband of Alluring Charisma: 1d4 + 1d6 ⇒ (1) + (6) = 7
    Sorrowsoul adds 1 for each die that is a 1 or a 2, making the result 8, acquired!

    Merisiel power: bury Haste to explore

    Warrens Card 5 is 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.

    Location power: other random open location: 1d4 ⇒ 4
    Random Monster 1 put on top of Apothecary

    Pausing to inquire about timing in Discord

    Per Discord, "before the encounter" is now "before you act" in which case Merisiel can (and will!) evade the Harpy before everyone has to do the Wis 8 check.

    Location is shuffled

    Display Cockroach Coat

    Reset hand

    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).

    Sajan - Deeper Dungeons CLOSED
    General Store 1-10 remain
    Uliah - Treacherous Cave 3-10 remain // 3=Troll, 4=Arcane Lock; Swap so Arcane Lock is on top
    Merisiel - Warrens 5-10 remain // Harpy
    Giant Lair 1-10 remain
    Zetha - Apothecary Random Monster 1, then 1-6 remain // henchman banished

    "

    Merisiel wrote:

    Hand: Kama, Boots of Elvenkind, Chime of Unlocking, Headband of Alluring Charisma 2, Masterwork Tools,

    Displayed: Cockroach Coat,
    Deck: 13 Discard: 2 Buried: 3
    Current Location: Warrens
    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): Black Marsh Spider Venom, Cloak of Elvenkind, Blessing of Maat, Archer (Core), Thieves' Tools, Snakeskin Tunic, Quick-Change Mask, Venomous Dagger +2, Dagger (Core), Sharper, Blessing of Abadar 1
    Recharged: Sword Cane (Core), Headband of Alluring Charisma,
    Discard Pile: Blessing of Abadar 2, Sorrowsoul,
    Buried Pile: Heavy Crossbow, Shock Longbow +1, Haste,

    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.

    "


    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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 5, Sajan/Gimry

    Random Cards:

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

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

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

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

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

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

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

    Weapons
    Spoiler:
    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.

    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:
    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:
    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.

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

    Spoiler:
    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.

    Armors
    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:
    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:
    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.

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

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

    Spoiler:
    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 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:
    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.

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

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

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

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

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

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

    Current Hour:

    Blessing of Pharasma:
    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.

    Hours Remaining: 25

    Hourglass

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

    Location #1: 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

    Location #2: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    General Store Card 1:
    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.
    General Store Card 2:
    Lizard
    RotR
    Ally 4
    Traits:
    Animal
    Arcane
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Survival 8
    Discard this card to succeed at your Stealth or Survival check.
    Discard this card to explore your location.
    General Store Card 3:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 4:
    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.
    General Store Card 5:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 6:
    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.
    General Store Card 7:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 8:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    General Store Card 9:
    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.
    General Store Card 10:
    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.

    Location #3: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, None
    Treacherous Cave Card 1 (Arcane Lock):
    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.
    Treacherous Cave Card 2 (Troll):
    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.
    Treacherous Cave 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.
    Treacherous Cave Card 4:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Treacherous Cave Card 5:
    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.
    Treacherous Cave Card 6:
    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.
    Treacherous Cave Card 7:
    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.
    Treacherous Cave Card 8:
    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.

    Location #4: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None
    Warrens Card 1:
    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.
    Warrens Card 2:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Warrens Card 3:
    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.
    Warrens Card 4:
    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.
    Warrens Card 5:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 6:
    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.

    Location #5: 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
    Giant Lair Card 1:
    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.
    Giant Lair Card 2:
    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.
    Giant Lair Card 3:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
    Giant Lair Card 4:
    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.
    Giant Lair Card 5:
    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.
    Giant Lair Card 6:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Giant Lair Card 7:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Lair Card 8:
    Explosive Runes
    RotR
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Giant Lair Card 9:
    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 10:
    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.

    Location #6: 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: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None
    Apothecary Card 1:
    Zombie Giant
    RotR
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.
    Apothecary Card 2:
    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.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 5:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Apothecary Card 6:
    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.
    Apothecary Card 7:
    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.


    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 Pharasma
    Hour Power:No effect.
    Location: Deeper Dungeons
    Location Power:The difficulty of combat checks is increased by 1.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Move to Giant Lair

    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.

    Auto fail this

    Discard Naval Hero to explore again

    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.

    Auto Fail this

    Use my staff to heal
    Sajan has all cards in his discard pile healed: (Naval Hero). Deck shuffled.

    Sajan wrote:

    HAND: Earthbreaker, Riftwarden, Gorum's Iron, Desna's Freedom, The Joke

    DISPLAYED:
    Deck: 12 | Discards: 0 | Bury Pile: 1
    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).

    Deeper Dungeons CLOSED
    General Store 1-10 remain
    Uliah - Treacherous Cave 3-10 remain // 3=Troll, 4=Arcane Lock; Swap so Arcane Lock is on top
    Merisiel - Warrens 5-10 remain // Harpy
    Sajan - Giant Lair 3-10 remain
    Zetha - Apothecary Random Monster 1, then 1-6 remain // henchman banished


  • 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 Gozreh
    Hour Rules: None
    SOT: Draw 2 RNG Monsters:Scout, Stone Giant
    Move: XX -> YY
    Location Powers: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    Explore: Zombie Giant
    Combat 13: 1d10 + 1d4 + 10 ⇒ (1) + (4) + 10 = 15
    Defeated
    Banish Scot 2 to examine top card of location:

    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.

    Banish Stone Giant to examine top card of Giant Lair
    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.

    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: Cure (Core), Cauterizing Blade, Binder's Tome, Bound Imp, Good Omen (Core), Gem of Mental Acuity, Summon Lessor Monster,

    Displayed: Ahtez, Phantom Steed,
    Deck: 9 Discard: 2 Buried: 5
    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 Abadar, Mist Horn, Bound Magma Spirit, Detect Magic, Blessing of Iomedae, Blessing of Lamashtu, Blackwing Librarian
    Recharged: Staff of Minor Healing, Toad,
    Discard Pile: Blessing of Sivanah, Blessing of the Gods,
    Buried Pile: Scout, Augury (Core), Troll, Scout 2, Stone 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).
    [X] 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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 7, 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:
    Hag
    RotR
    Monster 3
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

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

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

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

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

    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:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

    Spells
    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:
    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:
    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:
    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:
    Aid
    RotR
    Spell B
    Traits:
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    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:
    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.

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

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

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

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

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

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

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

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

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

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

    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: 23

    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Sajan/Gimry:
    Spoiler:
    Hourglass Card 6 Sajan/Gimry
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Zetha/tcolmaster01
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 Uliah/TheChu
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 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 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 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 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 17 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 17 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 18 Sajan/Gimry:
    Spoiler:
    Hourglass Card 18 Sajan/Gimry
    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 19 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Zetha/tcolmaster01
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 20 Uliah/TheChu:
    Spoiler:
    Hourglass Card 20 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 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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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.

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

    Location #2: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    General Store Card 1:
    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.
    General Store Card 2:
    Lizard
    RotR
    Ally 4
    Traits:
    Animal
    Arcane
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Survival 8
    Discard this card to succeed at your Stealth or Survival check.
    Discard this card to explore your location.
    General Store Card 3:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 4:
    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.
    General Store Card 5:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 6:
    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.
    General Store Card 7:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 8:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    General Store Card 9:
    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.
    General Store Card 10:
    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.

    Location #3: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, None
    Treacherous Cave Card 1 (Arcane Lock):
    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.
    Treacherous Cave Card 2 (Troll):
    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.
    Treacherous Cave 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.
    Treacherous Cave Card 4:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Treacherous Cave Card 5:
    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.
    Treacherous Cave Card 6:
    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.
    Treacherous Cave Card 7:
    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.
    Treacherous Cave Card 8:
    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.

    Location #4: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None
    Warrens Card 1:
    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.
    Warrens Card 2:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Warrens Card 3:
    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.
    Warrens Card 4:
    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.
    Warrens Card 5:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 6:
    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.

    Location #5: 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: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Sajan/Gimry, None
    Giant Lair Card 1 (Yeth Hound):
    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.
    Giant Lair Card 2:
    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.
    Giant Lair 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.
    Giant Lair Card 4:
    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.
    Giant Lair Card 5:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Lair Card 6:
    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.
    Giant Lair Card 7:
    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 8:
    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.

    Location #6: 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: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None
    Apothecary Card 1 (Mammoth):
    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.
    Apothecary Card 2:
    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.
    Apothecary Card 3:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 4:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.


    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 Abadar
    Hour Power:No effect.
    Location: Treacherous Cave
    Location Power: You must succeed at a Constitution or Fortitude 6 check to move or be moved to another location.
    Scenario Powers: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
    On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.

    Uliah explores the Treacherous Cave.

    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.

    Combat 26: 1d10 + 2 + 3 + 2d8 + 2d10 + 1 ⇒ (9) + 2 + 3 + (5, 4) + (6, 9) + 1 = 39

    Roll Details:

    Divine: 1d10+2+3
    Deathgrip: 2d8
    Double Bless (Blessing of Abadar, recharge): 2d10
    Banner of the Ancient Kings: 1

    Defeated power: moving Troll to bottom of location
    Discarding Blessing of the Lord in Iron to explore again

    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.

    Constitution 5: 1d6 ⇒ 3

    Roll Details:

    Constitution: 1d6

    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, Wyrmsmite, Augury, Cure (Core), Covering Heavy Shield, Orison (Level 1),

    Displayed: Banner of the Ancient Kings,
    Deck: 8 Discard: 4 Buried: 0
    Current Location: Treacherous Cave
    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
    * 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)
    * 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): Flaming Mace, Holy Light, Retriever (Level 1), Divine Insight, Iomedae's Justice (Level 1), Camel (Level 1), The Keep (Level 1)
    Recharged: Blessing of Abadar (Level 2),
    Discard Pile: Horse (Level 1), Spyglass, Blessing of the Lord in Iron (Level 3), 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)(□+2).
    - At the end of your move step, you may recharge a Divine card (□ or an ally) 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 (□ +1) 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.
    - ☑ When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier.
    - 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 Treacherous Cave (Arcane Lock)
    - Moved Card 2 (Troll) to bottom of location
    - Failed to acquired Card 3 (Ring of Protection)
    - Discarded Blessing of the Lord in Iron, Deathgrip
    - Recharged Blessing of Abadar

    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).

    Deeper Dungeons CLOSED
    General Store 1-10 remain
    Uliah - Treacherous Cave 2, 4-8 remain // 2=Troll, move it to bottom of location
    Merisiel - Warrens 1-6 remain // Harpy
    Sajan - Giant Lair 1-8 remain // 1=Yeth Hound
    Zetha - Apothecary 1-6 remain // 1=Mammoth


    Deck Handler

    It is the hour of the Gods.

    Scenario Power: At the start of your turn, you may examine the top card of a deck of another character at your location (N/A), then you may put it on the bottom of that character’s deck.

    Move to: Apothecary
    Location Power: 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.

    Free exploration

    Apothecary 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.

    Combat 16, reveal Kama, reveal Boots of Elvenkind, Coat is displayed, recharge Chime, banner: 2d12 + 5 + 1d6 + 1d4 + 1d6 + 1 ⇒ (12, 7) + 5 + (6) + (2) + (3) + 1 = 36

    Reset Hand

    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).

    Deeper Dungeons CLOSED
    General Store 1-10 remain
    Uliah - Treacherous Cave 2, 4-8 remain // 2=Troll, move it to bottom of location
    Warrens 1-6 remain // Harpy
    Sajan - Giant Lair 1-8 remain // 1=Yeth Hound
    Zetha, Merisiel - Apothecary 2-6 remain

    "

    Merisiel wrote:

    Hand: Kama, Boots of Elvenkind, Headband of Alluring Charisma 2, Masterwork Tools, Blessing of Abadar 1,

    Displayed: Cockroach Coat,
    Deck: 13 Discard: 2 Buried: 3
    Current Location: Apothecary
    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): Venomous Dagger +2, Quick-Change Mask, Thieves' Tools, Snakeskin Tunic, Black Marsh Spider Venom, Archer (Core), Sharper, Blessing of Maat, Dagger (Core), Cloak of Elvenkind
    Recharged: Sword Cane (Core), Headband of Alluring Charisma, Chime of Unlocking,
    Discard Pile: Blessing of Abadar 2, Sorrowsoul,
    Buried Pile: Heavy Crossbow, Shock Longbow +1, Haste,

    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:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    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.

    Wisdom 6: 1d8 ⇒ 5

    Roll Details:

    Wisdom - 1d8

    Combat 10(9+1): 1d8 + 6 + 1d12 + 1 ⇒ (1) + 6 + (9) + 1 = 17

    Roll Details:

    Combat(Melee) - 1d8+6
    Earthbreaker - 1d12
    Banner of Ancient Kings - 1

    Discard Riftwarden to explore again

    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.

    Divine 6(5+1): 1d4 + 1d4 ⇒ (3) + (4) = 7

    Roll Details:

    Divine - 1d4
    Blessed - 1d4

    Recharge the Joke to bless

    Discard Norgorber to explore again

    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.

    Auto Fail this

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Amulet of Mighty Fists, Desna's Freedom, Gorum's Iron

    DISPLAYED:
    Deck: 11 | Discards: 2 | Bury Pile: 1
    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).

    Deeper Dungeons CLOSED
    General Store 1-10 remain
    Uliah - Treacherous Cave 2, 4-8 remain // 2=Troll, move it to bottom of location
    Warrens 1-6 remain // Harpy
    Sajan - Giant Lair 4-8 remain
    Zetha, Merisiel - Apothecary 2-6 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: XXX - YYY
    Hour Rules: None
    SOT: Draw 2 RNG Monsters:Deathweb, Ogre
    Move: XX -> YY
    Location Powers: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    Explore: Teleport
    Banish Ogre to use Stealth, Good Omen
    Int (Stealth) 12: 1d10 + 6 + 1d6 + 4 ⇒ (2) + 6 + (5) + 4 = 17
    Acquired
    Banish Deathweb to examine Giant Lair

    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.

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.
    Good Omen Arcane 8: 1d10 + 2 ⇒ (7) + 2 = 9
    Zetha resets their hand.

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

    "

    Zetha wrote:

    Hand: Cure (Core), Cauterizing Blade, Binder's Tome, Bound Imp, Gem of Mental Acuity, Summon Lessor Monster, Teleport,

    Displayed: Ahtez, Phantom Steed,
    Deck: 10 Discard: 2 Buried: 7
    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): Mist Horn, Blessing of Iomedae, Bound Magma Spirit, Detect Magic, Blessing of Abadar, Blessing of Lamashtu, Blackwing Librarian
    Recharged: Staff of Minor Healing, Toad, Good Omen (Core),
    Discard Pile: Blessing of Sivanah, Blessing of the Gods,
    Buried Pile: Scout, Augury (Core), Troll, Scout 2, Stone Giant, Ogre, Deathweb,

    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).
    [X] 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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 11, Uliah/TheChu

    Random Cards:

    Monsters
    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.

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

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    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.

    Weapons
    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.

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

    Spoiler:
    Bastard Sword +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.

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

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

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

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

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

    Spoiler:
    Magic 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:
    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.

    Items
    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

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

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

    Location #2: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    General Store Card 1:
    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.
    General Store Card 2:
    Lizard
    RotR
    Ally 4
    Traits:
    Animal
    Arcane
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Survival 8
    Discard this card to succeed at your Stealth or Survival check.
    Discard this card to explore your location.
    General Store Card 3:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 4:
    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.
    General Store Card 5:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 6:
    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.
    General Store Card 7:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 8:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    General Store Card 9:
    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.
    General Store Card 10:
    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.

    Location #3: Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, None
    Treacherous Cave Card 1:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Treacherous Cave Card 2:
    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.
    Treacherous Cave Card 3:
    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.
    Treacherous Cave Card 4:
    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.
    Treacherous Cave Card 5:
    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.
    Treacherous Cave Card 6 (Troll):
    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.

    Location #4: Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Warrens Card 1:
    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.
    Warrens Card 2:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Warrens Card 3:
    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.
    Warrens Card 4:
    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.
    Warrens Card 5:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 6:
    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.

    Location #5: 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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, None
    Giant Lair Card 1 (Enchanter):
    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.
    Giant Lair Card 2:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Lair Card 3:
    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.
    Giant Lair Card 4:
    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 5:
    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.

    Location #6: 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: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, Merisiel/AbrahamZ., None
    Apothecary Card 1:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 2:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Apothecary Card 3:
    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.
    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.


    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: Treacherous Cave
    Location Power: You must succeed at a Constitution or Fortitude 6 check to move or be moved to another location.
    Scenario Powers: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
    On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.

    Uliah explores the Treacherous Cave.

    Tyrant Troll:
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    After reloading Wyrmsmite, burying top card of my deck for Scenario power to add 1d6+Fire (which then adds 1d8) = Wyrmsmite

    Combat 15: 1d6 + 1 + 2 + 1d8 + 2 + 1d4 + 1 + 1d6 + 1d8 ⇒ (5) + 1 + 2 + (8) + 2 + (4) + 1 + (6) + (3) = 32

    Roll Details:

    Melee: 1d6+1+2
    Wyrmsmite (Reload): 1d8+2+1d4
    Banner of the Ancient Kings: 1
    Miscellaneous: Scenario Power: 1d6
    Miscellaneous: Monster Power (Fire): 1d8

    Attempting to close

    Wisdom 7: 1d10 + 2 + 1d10 ⇒ (1) + 2 + (8) = 11

    Roll Details:

    Wisdom: 1d10+2
    Bless (Orison, recharges): 1d10

    Location is closed

    Using Cure on myself
    Cure: 1d4 + 1 ⇒ (3) + 1 = 4

    Uliah attempts to recover all cards in his Recovery pile.
    Cure (Core): Divine 8: 1d10 + 2 + 3 ⇒ (7) + 2 + 3 = 12 -> Cure (Core) recharged.

    Uliah wrote:

    Hand: Glorious Warhammer, Holy Light, Augury, Divine Insight, Covering Heavy Shield, Blessing of Abadar (Level 2),

    Displayed: Banner of the Ancient Kings,
    Deck: 11 Discard: 0 Buried: 1
    Current Location: Treacherous Cave
    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).
    * Augury - Choose a card type and examine top 3 cards of Uliah's location. Set aside matching cards and shuffle the location. Either recharge matching cards, or reload them in any order.
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * 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): Flaming Mace, Blessing of the Lord in Iron (Level 3), The Keep (Level 1), Spyglass, Horse (Level 1), Iomedae's Justice (Level 1), Camel (Level 1), Deathgrip, Orison (Level 1), Retriever (Level 1)
    Recharged: Cure (Core),
    Discard Pile:
    Buried Pile: Wyrmsmite,

    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)(□+2).
    - At the end of your move step, you may recharge a Divine card (□ or an ally) 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 (□ +1) 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.
    - ☑ When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier.
    - 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 Treacherous Cave (Tyrant Troll)
    - Location closed
    - Recharged Orison, Cure
    - Buried Wyrmsmite
    - Healed Horse, Spyglass, Blessing of the Lord in Iron, Deathgrip from discards

    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).

    Deeper Dungeons CLOSED
    General Store 1-10 remain
    Uliah - Treacherous Cave CLOSED
    Warrens 1-6 remain // Harpy
    Sajan - Giant Lair 4-8 remain
    Zetha, Merisiel - Apothecary 2-6 remain


    Deck Handler

    It is the hour of Sarenrae

    Scenario Power: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck. Zetha may examine top card of their own deck and then recharge if they wish.

    Give card: Headband of Alluring Charisma 2 to Zetha

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

    Free exploration

    General Store Card 1 is 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.

    Str 6, recharging Masterwork Tools: 1d6 + 1d6 ⇒ (3) + (3) = 6

    Bury Warhammer to explore

    General Store Card 2 is Lizard:

    RotR
    Ally 4
    Traits:
    Animal
    Arcane
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Survival 8
    Discard this card to succeed at your Stealth or Survival check.
    Discard this card to explore your location.

    Wis 8, recharging Boots of Elvenkind: 1d6 + 1d6 ⇒ (1) + (5) = 6
    Merisiel power: reroll the 1, Wis 8: 1d6 + 5 ⇒ (5) + 5 = 10 Ally 4 acquired

    Location power: reveal a card to explore again

    General Store Card 3 is Potion of Ruggedness:

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

    Int 6: 1d4 ⇒ 3

    Discard Abadar 1 to explore

    General Store Card 4 is 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.

    No way to add Magic trait so evade. Location is shuffled.

    Location power: reveal a card to explore again
    Shuffled Location: 1d7 + 3 ⇒ (3) + 3 = 6

    General Store Card 6 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, recharging Kama: 1d12 + 3 + 1d6 ⇒ (2) + 3 + (6) = 11 Weapon 3 Venomous Dagger +2 2 acquired

    Discard Lizard to explore
    Shuffled Location: 1d7 + 3 ⇒ (6) + 3 = 9

    General Store Card 9 is 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.

    Merisiel power: evade

    Location power: reveal a card to explore again
    Shuffled Location: 1d7 + 3 ⇒ (6) + 3 = 9

    Merisiel power: evade

    Location power: reveal a card to explore again
    Shuffled Location: 1d7 + 3 ⇒ (2) + 3 = 5

    General Store Card 5 is Potion of Healing:

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

    Evade

    Reset Hand

    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).

    Notes for Zetha: Zetha may examine top card of their own deck and then recharge if they wish (at the start of Merisiel's turn)
    Gave Headband of Alluring Charisma 2 to Zetha

    Deeper Dungeons CLOSED
    Merisiel - General Store 4-5, 7-10 remain // Ghost, Myriana, Potion of Healing
    Uliah - Treacherous Cave CLOSED
    Warrens 1-6 remain // Harpy
    Sajan - Giant Lair 4-8 remain
    Zetha - Apothecary 2-6 remain

    "

    Merisiel wrote:

    Hand: Venomous Dagger +2 2, Snakeskin Tunic, Quick-Change Mask, Black Marsh Spider Venom, Sharper,

    Displayed: Cockroach Coat,
    Deck: 12 Discard: 4 Buried: 4
    Current Location: General Store
    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): Dagger (Core), Archer (Core), Cloak of Elvenkind, Venomous Dagger +2, Blessing of Maat, Thieves' Tools
    Recharged: Sword Cane (Core), Headband of Alluring Charisma, Chime of Unlocking, Masterwork Tools, Boots of Elvenkind, Kama,
    Discard Pile: Blessing of Abadar 2, Sorrowsoul, Blessing of Abadar 1, Lizard,
    Buried Pile: Heavy Crossbow, Shock Longbow +1, Haste, Warhammer,

    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.

    "


    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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 13, Sajan/Gimry

    Random Cards:

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

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

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

    Spoiler:
    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.

    Spells
    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:
    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:
    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:
    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 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:
    Chainmail of Cold Resistance
    RotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Combat or Cold damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Potion of 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.

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

    Spoiler:
    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:
    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:
    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:
    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 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.

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

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

    Current Hour:

    Blessing of 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: 17

    Hourglass

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

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

    Location #2: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None

    General Store Card 1:
    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.
    General Store Card 2:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 3:
    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.
    General Store Card 4:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    General Store Card 5:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 6:
    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.

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

    Location #4: 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: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Warrens Card 1:
    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.
    Warrens Card 2:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Warrens Card 3:
    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.
    Warrens Card 4:
    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.
    Warrens Card 5:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 6:
    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.

    Location #5: 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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, None
    Giant Lair Card 1 (Enchanter):
    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.
    Giant Lair Card 2:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Lair Card 3:
    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.
    Giant Lair Card 4:
    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 5:
    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.

    Location #6: 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: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None
    Apothecary Card 1:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 2:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Apothecary Card 3:
    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.
    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.


    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 Gorum
    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:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    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.

    Use Power to prevent BYA Damage

    Combat 12(8+4): 1d8 + 6 + 1d10 + 2 + 1 ⇒ (3) + 6 + (10) + 2 + 1 = 22

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Banner of Ancient Kings - 1

    User Power to prevent AYA Damage

    Mokmurian's Blessing: 1d2 ⇒ 1
    Recharge Riftwarden

    Discard Desna's Freedom to explore again

    Tyrant Troll:

    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 17(15+2): 1d8 + 6 + 1d10 + 2 + 1d8 + 1d6 + 1 ⇒ (8) + 6 + (1) + 2 + (5) + (2) + 1 = 25

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Troll Fire - 1d8
    Scenario Power - 1d6
    Banner of Ancient Kings - 1

    Bury Thieves Tools to Add Fire to Check

    Mokmurian's Blessing: 1d2 ⇒ 2
    Recharge Desna's Freedom

    Melee 10: 1d8 + 6 + 1d8 ⇒ (3) + 6 + (8) = 17

    Roll Details:

    Melee - 1d8+6
    Blessed - 1d8

    Recharge Gorums Iron to bless

    Giant Lair closed

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Amulet of Mighty Fists, Staff of Minor Healing, Orison

    DISPLAYED:
    Deck: 11 | Discards: 1 | Bury Pile: 2
    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.

    Notes for Zetha: Zetha may examine top card of their own deck and then recharge if they wish (at the start of Merisiel's turn)
    Gave Headband of Alluring Charisma 2 to Zetha

    Deeper Dungeons CLOSED
    Merisiel - General Store 4-5, 7-10 remain // Ghost, Myriana, Potion of Healing
    Uliah - Treacherous Cave CLOSED
    Warrens 1-6 remain // Harpy
    Sajan - Giant Lair CLOSED
    Zetha - Apothecary 2-6 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 Sarenrae
    Hour Rules: None
    SOT: Draw 2 RNG Monsters:Hill Giant, Stone Giant 2
    Move: XX -> YY
    Location Powers: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    Explore: Blessing of the Gods
    Auto Acquired. Discard it to explore:

    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.

    Arcane 8: 1d10 + 3 ⇒ (5) + 3 = 8

    Banish Hill Giant to examine General Store: Magic Studded Leather Armor

    Banish Stone Giant 2 to examine Apothecary: Clockwork Librarian

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.
    Discard Teleport, Lightning Bolt
    [u]Summary[/u]
    Acquired:

    Blessing of the Gods, Lightning Bolt
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    [dice=Cure:

    1d4+1[/dice]
    RNG: 1d5 + 1d4 ⇒ (4) + (2) = 6
    "
    Zetha wrote:

    Hand: Cauterizing Blade, Binder's Tome, Bound Imp, Headband of Alluring Charisma, Gem of Mental Acuity, Summon Lessor Monster,

    Displayed: Ahtez, Phantom Steed,
    Deck: 13 Discard: 2 Buried: 10
    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!

    [spoiler=Deck, Discard, Buried]

    Reloaded:
    Middle of Deck (Unknown Order): Detect Magic, Lightning Bolt, Mist Horn, Blessing of Abadar, Blessing of Lamashtu, Blessing of Iomedae, Staff of Minor Healing, Toad, Blackwing Librarian, Blessing of the Gods, Bound Magma Spirit, Good Omen (Core), Blessing of Sivanah
    Recharged:
    Discard Pile: Blessing of the Gods 2, Teleport,
    Buried Pile: Scout, Augury (Core), Troll, Scout 2, Stone Giant, Ogre, Deathweb, Hill Giant, Stone Giant 2, Cure (Core),

    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).
    [X] 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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 15, Uliah/TheChu

    Random Cards:

    Monsters
    Spoiler:
    Hag
    RotR
    Monster 3
    Traits:
    Hag
    To Defeat:
    Combat 15
    Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

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

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

    Spoiler:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Barriers
    Spoiler:
    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.

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

    Weapons
    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    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:
    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:
    Chainmail of Cold Resistance
    RotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Combat or Cold 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 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:
    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:
    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:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Spoiler:
    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:
    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.

    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:
    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:
    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:
    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:
    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.

    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 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 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.

    Current Hour:

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

    Hours Remaining: 15

    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 Uliah/TheChu
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 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 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 Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 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 10 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 Sajan/Gimry
    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 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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.

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

    Location #2: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Merisiel/AbrahamZ., None

    General Store Card 1 (Magic Studded Leather Armor):
    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.
    General Store Card 2:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 3:
    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.
    General Store Card 4:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    General Store Card 5:
    Potion of Healing
    RotR
    Item B
    Traits:
    Alchemical
    Healing
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
    General Store Card 6:
    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.

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

    Location #4: 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: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Warrens Card 1:
    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.
    Warrens Card 2:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Warrens Card 3:
    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.
    Warrens Card 4:
    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.
    Warrens Card 5:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 6:
    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.

    Location #5: Giant Lair
    Closed
    At This Location: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Gimry, None

    Location #6: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None

    Apothecary Card 1 (Clockwork Librarian):
    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.
    Apothecary Card 2:
    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.


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

    ========================
    Uliah starts his turn.
    Hour: Blessing of Erastil
    Hour Power:No effect.
    Location: Treacherous Cave
    Location Power: You must succeed at a Constitution or Fortitude 6 check to move or be moved to another location.
    Scenario Powers: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
    On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.

    Uliah moves to the General Store and explores.

    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.

    Constitution 5: 1d6 + 1d6 ⇒ (3) + (3) = 6

    Roll Details:

    Constitution: 1d6
    Bless (Blessing of Abadar): 1d6

    Using Augury to examine top 3 of location for (Items): Potion of Healing (Item 0), Myriana (Monster 3), Tyrant Troll (Monster 4 - Henchman)
    Shuffling location and putting (Potion of Healing) at the (bottom)

    Recharging Magic Studded Leather Armor during hand reset

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

    Uliah wrote:

    Hand: Glorious Warhammer, Holy Light, Divine Insight, Covering Heavy Shield, Camel (Level 1), Iomedae's Justice (Level 1),

    Displayed: Banner of the Ancient Kings,
    Deck: 11 Discard: 1 Buried: 1
    Current Location: General Store
    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).
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    * 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)
    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), The Keep (Level 1), Retriever (Level 1), Deathgrip, Flaming Mace, Horse (Level 1), Blessing of the Lord in Iron (Level 3), Spyglass
    Recharged: Cure (Core), Magic Studded Leather Armor, Augury,
    Discard Pile: Blessing of Abadar (Level 2),
    Buried Pile: Wyrmsmite,

    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)(□+2).
    - At the end of your move step, you may recharge a Divine card (□ or an ally) 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 (□ +1) 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.
    - ☑ When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier.
    - 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 General Store
    - Acquired Card 1 of General Store (Magic Studded Leather Armor)
    - Shuffled Location, put Card 2 (Potion of Healing) on the bottom
    - Recharged Magic Studded Leather Armor, Augury

    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.

    Deeper Dungeons CLOSED
    Merisiel, Uliah - General Store 2-6 remain // Ghost, Myriana, Tyrant Troll, 2=Potion of Healing (move to bottom)
    Treacherous Cave CLOSED
    Warrens 1-6 remain // Harpy
    Sajan - Giant Lair CLOSED
    Zetha - Apothecary 1-2 remain


    Deck Handler

    It is the hour of Torag

    Scenario Power: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck. Ulliah may do this.

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

    Free exploration
    Shuffled location: 1d4 + 2 ⇒ (1) + 2 = 3

    General Store Card 3 is 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.

    Combat 14, revealing Venomous Dagger +2, banner, reveal tunic, recharge Blackmarsh Spider Venom: 1d12 + 3 + 1d4 + 2 + 1 + 1 + 1d6 ⇒ (7) + 3 + (4) + 2 + 1 + 1 + (6) = 24 banished

    Location power: reveal a card to explore again

    Shuffled location: 1d3 + 3 ⇒ (1) + 3 = 4

    General Store Card 4 is Tyrant Troll:

    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Power: On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait: bury

    Combat 15-2=13, reveal Venomous Dagger +2 2 (from hand), banner, reveal tunic, bury Venomous Dagger +2 (from top of deck) adding fire, giant trait: 1d12 + 3 + 1d4 + 2 + 1 + 1 + 1d6 + 1d8 ⇒ (1) + 3 + (1) + 2 + 1 + 1 + (5) + (1) = 15

    When Closing: Banish a card from your hand.
    Banish Snakeskin Tunic (this is a loot card so I *think* this means that the card I traded it for, Magic Leather Armor, is banished and the loot card can still be taken in the next scenario, but if that's incorrect and this would permanently banish Snakeskin Tunic then instead banish Quick Change Mask.

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

    How many random items to add to location: 1d6 ⇒ 4

    Random Item 1 is 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.

    Sharper: banish Tome of Knowledge and draw Random Item 2

    Random Item 2 is 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.

    Discard Magic Spyglass to examine top 3 cards of General Store: Random Items 3-5: Potion of Ruggedness (Item 1, Int/Craft 6), Wand of Scorching Ray (Item 3, Int/Arcane 8), and Potion of Gracefulness (Item 1, Int/Craft 6). Possibly reorder pending Discord discussion.

    [ooc]Reset Hand

    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.

    Notes for Uliah: On Merisiel's turn: you may examine top card of your own deck and recharge it if you wish

    Deeper Dungeons CLOSED
    Merisiel, Uliah - General Store CLOSED 1-3 remain // Potion of Ruggedness, Wand of Scorching Ray, and Potion of Gracefulness ORDER TBD
    Treacherous Cave CLOSED
    Warrens 1-6 remain // Harpy
    Sajan - Giant Lair CLOSED
    Zetha - Apothecary 1-2 remain

    "

    Merisiel wrote:

    Hand: Venomous Dagger +2 2, Dagger (Core), Thieves' Tools, Quick-Change Mask, Sharper,

    Displayed: Cockroach Coat,
    Deck: 10 Discard: 5 Buried: 5
    Current Location: General Store
    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): Blessing of Maat, Archer (Core), Cloak of Elvenkind
    Recharged: Sword Cane (Core), Headband of Alluring Charisma, Chime of Unlocking, Masterwork Tools, Boots of Elvenkind, Kama, Black Marsh Spider Venom,
    Discard Pile: Blessing of Abadar 2, Sorrowsoul, Blessing of Abadar 1, Lizard, Magic Spyglass,
    Buried Pile: Heavy Crossbow, Shock Longbow +1, Haste, Warhammer, Venomous Dagger +2,

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

    Favored Card: Item or Knife Weapon
    Hand Size: 5 ☐ 6 ☐ 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.

    "


    Deck Handler

    Ok, per Discord I'll order the items at General Store as: Wand, Potion of R, Potion of G. I can use Quick Change Mask for the Wand (Item 3) and then will probably have a decent chance on the other two, though probably not enough explorations to get them all in one turn.


    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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 17, Sajan/Gimry

    Random Cards:

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

    Spoiler:
    Ogre
    RotR
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

    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:
    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.

    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.

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

    Spoiler:
    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:
    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:
    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.

    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:
    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:
    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:
    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.

    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.

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

    Spoiler:
    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:
    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:
    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.

    Armors
    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:
    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:
    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.

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 1 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 2 Uliah/TheChu:
    Spoiler:
    Hourglass Card 2 Uliah/TheChu
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 3 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 4 Sajan/Gimry:
    Spoiler:
    Hourglass Card 4 Sajan/Gimry
    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 5 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Zetha/tcolmaster01
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Uliah/TheChu:
    Spoiler:
    Hourglass Card 6 Uliah/TheChu
    Blessing of 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 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 7 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 8 Sajan/Gimry:
    Spoiler:
    Hourglass Card 8 Sajan/Gimry
    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 9 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Zetha/tcolmaster01
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Uliah/TheChu:
    Spoiler:
    Hourglass Card 10 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 11 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 11 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 12 Sajan/Gimry:
    Spoiler:
    Hourglass Card 12 Sajan/Gimry
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 13 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.

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

    Location #2: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Uliah/TheChu, Merisiel/AbrahamZ., None

    General Store Card 1:
    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.
    General Store Card 2:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 3:
    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.

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

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

    Warrens Card 1:
    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.
    Warrens Card 2:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Warrens Card 3:
    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.
    Warrens Card 4:
    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.
    Warrens Card 5:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 6:
    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.

    Location #5: Giant Lair
    Closed
    At This Location: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Gimry, None

    Location #6: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None

    Apothecary Card 1 (Clockwork Librarian):
    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.
    Apothecary Card 2:
    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.


    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:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    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.

    Auto Fail this

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Amulet of Mighty Fists, Staff of Minor Healing, Orison

    DISPLAYED:
    Deck: 11 | Discards: 1 | Bury Pile: 2
    Current Location: Warrens
    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.

    Notes for Uliah: On Merisiel's turn: you may examine top card of your own deck and recharge it if you wish

    Deeper Dungeons CLOSED
    Merisiel, Uliah - General Store CLOSED 1-3 remain // Wand of Scorching Ray, Potion of Ruggedness, and Potion of Gracefulness
    Treacherous Cave CLOSED
    Sajan - Warrens 2-6 remain // Harpy
    Giant Lair CLOSED
    Zetha - Apothecary 1-2 remain


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of Abadar
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Ogre, Warlord
    Move: XX -> YY
    Location Powers: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    Explore: Clockwork Librarian
    Banish Ogre to use Stealth
    Int 11: 1d10 + 6 ⇒ (8) + 6 = 14
    Acquired

    Banish Warlord to examine top card of Warrens: Boots of Elvenkind

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Clockwork Librarian
    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: Clockwork Librarian, Cauterizing Blade, Binder's Tome, Bound Imp, Headband of Alluring Charisma, Gem of Mental Acuity, Summon Lessor Monster,

    Displayed: Ahtez, Phantom Steed,
    Deck: 14 Discard: 2 Buried: 11
    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, Mist Horn, Cure (Core), Blessing of Sivanah, Blessing of Lamashtu, Toad, Detect Magic, Blessing of the Gods, Blessing of Abadar, Lightning Bolt, Good Omen (Core), Blessing of Iomedae, Blackwing Librarian, Staff of Minor Healing
    Recharged:
    Discard Pile: Blessing of the Gods 2, Teleport,
    Buried Pile: Scout, Augury (Core), Troll, Scout 2, Stone Giant, Ogre, Deathweb, Hill Giant, Stone Giant 2, Ogre 2, Warlord,

    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).
    [X] 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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 19, 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:
    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:
    Hill Giant
    RotR
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 15
    Damage dealt by the Hill Giant is dealt to each character at this location.

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

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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    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:
    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:
    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:
    Fiery Weapon
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Chainmail of Cold Resistance
    RotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Combat or Cold damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    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:
    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:
    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:
    Amulet of Fiery Fists
    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 7
    OR Intelligence
    Arcane 9
    Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

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

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

    Current Hour:

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

    Hours Remaining: 11

    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 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 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 Uliah/TheChu
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 5 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 6 Sajan/Gimry:
    Spoiler:
    Hourglass Card 6 Sajan/Gimry
    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 7 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Zetha/tcolmaster01
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 Uliah/TheChu
    Blessing of 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 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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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.

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

    Location #2: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Uliah/TheChu, Merisiel/AbrahamZ., None

    General Store Card 1:
    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.
    General Store Card 2:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 3:
    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.

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

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

    Warrens Card 1 (Boots of Elvenkind):
    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.
    Warrens Card 2:
    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.
    Warrens Card 3:
    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.
    Warrens Card 4:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 5:
    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.

    Location #5: Giant Lair
    Closed
    At This Location: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #6: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None

    Apothecary Card 1:
    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.


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

    ========================
    Uliah starts his turn.
    Hour: Blessing of Shelyn
    Hour Power:No effect.
    Location: General Store
    Location Power: If you encounter anything other than an armor, an item, or a weapon, after the exploration you may explore again.
    Scenario Powers: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
    On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.

    Uliah moves to the Warrens.

    End of Move: Recharging Divine card (Holy Light) to allow (Uliah) to recharge a random card from their discards = Blessing of Abadar

    Uliah explores the Warrens.

    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.

    Dexterity 5: 1d6 ⇒ 1

    Roll Details:

    Dexterity: 1d6

    Uliah wrote:

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

    Displayed: Banner of the Ancient Kings,
    Deck: 12 Discard: 0 Buried: 1
    Current Location: Warrens
    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).
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * 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): Spyglass, Blessing of the Lord in Iron (Level 3), Orison (Level 1), Retriever (Level 1), Deathgrip, Flaming Mace, Horse (Level 1)
    Recharged: Cure (Core), Magic Studded Leather Armor, Augury, Holy Light, Blessing of Abadar (Level 2),
    Discard Pile:
    Buried Pile: Wyrmsmite,

    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)(□+2).
    - At the end of your move step, you may recharge a Divine card (□ or an ally) 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 (□ +1) 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.
    - ☑ When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier.
    - 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 Warrens
    - Failed to acquire Card 1 of Warrens (Boots of Elvenkind)
    - Recharged Holy Light, Blessing of Abadar (from discards)

    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.

    Deeper Dungeons CLOSED
    Merisiel, - General Store CLOSED 1-3 remain // Wand of Scorching Ray, Potion of Ruggedness, and Potion of Gracefulness
    Treacherous Cave CLOSED
    Sajan, Uliah - Warrens 1-4 remain // Harpy
    Giant Lair CLOSED
    Zetha - Apothecary 1 remain


    Deck Handler

    It is the hour of Gods

    Free exploration

    General Store Card 1 is 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.

    Recharge Quick Change Mask to use Stealth
    Stealth 8, coat: 1d12 + 5 + 1d4 ⇒ (2) + 5 + (2) = 9

    Bury Wand to explore

    General Store Card 2 is Potion of Ruggedness:

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

    Int 6, recharging Dagger: 1d4 + 1d6 ⇒ (4) + (1) = 5
    Rerolling 1 die, Int 6: 4 + 1d6 ⇒ 4 + (6) = 10

    Sharper: banish to draw Random Item 1

    Random Item 1 is Amulet of Fiery Fists:

    RotR
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 7
    OR Intelligence
    Arcane 9
    Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

    Reset Hand, discarding Amulet and Thieves Tools

    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.

    Deeper Dungeons CLOSED
    Merisiel, - General Store CLOSED 3 remain // Potion of Gracefulness
    Treacherous Cave CLOSED
    Sajan, Uliah - Warrens 1-4 remain // Harpy
    Giant Lair CLOSED
    Zetha - Apothecary 1 remain

    "

    Merisiel wrote:

    Hand: Venomous Dagger +2 2, Cloak of Elvenkind, Archer (Core), Sharper, Blessing of Maat,

    Displayed: Cockroach Coat,
    Deck: 9 Discard: 7 Buried: 6
    Current Location: General Store
    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: Sword Cane (Core), Headband of Alluring Charisma, Chime of Unlocking, Masterwork Tools, Boots of Elvenkind, Kama, Black Marsh Spider Venom, Quick-Change Mask, Dagger (Core),
    Discard Pile: Blessing of Abadar 2, Sorrowsoul, Blessing of Abadar 1, Lizard, Magic Spyglass, Amulet of Fiery Fists, Thieves' Tools,
    Buried Pile: Heavy Crossbow, Shock Longbow +1, Haste, Warhammer, Venomous Dagger +2, Wand of Scorching Ray,

    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 Gozreh
    Hour Power:No effect.
    Location: Warrens
    Location Power:When you encounter a monster, put a random monster from the box on top of another random open location deck.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Use Staff of Minor Healing

    Sajan has all cards in his discard pile healed: (Blessing of Norgorber). Deck shuffled.

    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.

    Auto Fail this

    Discard Orison to explore

    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.

    Put a Random Monster on top of the Apothecary

    Combat 14(16-2): 1d8 + 6 + 1d10 + 2 + 1d8 + 1d6 + 1 ⇒ (1) + 6 + (4) + 2 + (7) + (2) + 1 = 23

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Troll Fire - 1d8
    Scenario Power - 1d6
    Banner of Ancient Kings - 1

    Bury the Joke for the Scenario Power

    Mokmurian's Blessing: Recharge Orison

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Amulet of Mighty Fists, Naval Hero, Hellknight of the Nail

    DISPLAYED:
    Deck: 11 | Discards: 0 | Bury Pile: 3
    Current Location: Warrens
    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.

    Deeper Dungeons CLOSED
    Merisiel, - General Store CLOSED 3 remain // Potion of Gracefulness
    Treacherous Cave CLOSED
    Sajan, Uliah - Warrens 4-5 remain // Harpy
    Giant Lair CLOSED
    Zetha - Apothecary 1+1 remain // Add Random Monster to top of Location


  • 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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 22, Zetha/tcolmaster01

    Random Cards:

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

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

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

    Spoiler:
    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:
    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.

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

    Spoiler:
    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:
    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:
    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.

    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:
    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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

    Blessing of 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: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Uliah/TheChu:
    Spoiler:
    Hourglass Card 1 Uliah/TheChu
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 2 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 3 Sajan/Gimry:
    Spoiler:
    Hourglass Card 3 Sajan/Gimry
    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 4 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Zetha/tcolmaster01
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Uliah/TheChu:
    Spoiler:
    Hourglass Card 5 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 6 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 6 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 7 Sajan/Gimry:
    Spoiler:
    Hourglass Card 7 Sajan/Gimry
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 8 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.

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

    Location #2: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Uliah/TheChu, Merisiel/AbrahamZ., None

    General Store 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.

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

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

    Warrens Card 1:
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 2:
    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.

    Location #5: Giant Lair
    Closed
    At This Location: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #6: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None

    Apothecary Card 1:
    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.
    Apothecary Card 2:
    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.


    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: Ogrekin, Ghoul
    Move: XX -> YY
    Location Powers: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    Explore: Ogre
    Reveal Binders Tome
    Combat 14: 1d10 + 1d4 + 10 ⇒ (2) + (4) + 10 = 16
    Defeated
    Banish the monsters to examine Warrens, Apathecary.

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Ogre
    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: Clockwork Librarian, Cauterizing Blade, Binder's Tome, Bound Imp, Headband of Alluring Charisma, Gem of Mental Acuity, Summon Lessor Monster,

    Displayed: Ahtez, Phantom Steed,
    Deck: 14 Discard: 2 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): Blackwing Librarian, Blessing of the Gods, Blessing of Sivanah, Blessing of Iomedae, Toad, Mist Horn, Cure (Core), Good Omen (Core), Blessing of Abadar, Lightning Bolt, Staff of Minor Healing, Blessing of Lamashtu, Bound Magma Spirit, Detect Magic
    Recharged:
    Discard Pile: Blessing of the Gods 2, Teleport,
    Buried Pile: Scout, Augury (Core), Troll, Scout 2, Stone Giant, Ogre, Deathweb, Hill Giant, Stone Giant 2, Ogre 2, Warlord, Ogrekin, Ghoul,

    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).
    [X] 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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 23, Uliah/TheChu

    Random Cards:

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

    Spoiler:
    Roc
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 17
    If undefeated, move to a random open location and shuffle the Roc into that deck.

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

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

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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    Spoiler:
    Aid
    RotR
    Spell B
    Traits:
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    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.

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

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

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

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

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

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

    Spoiler:
    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:
    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.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 7

    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 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 3 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Zetha/tcolmaster01
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Uliah/TheChu:
    Spoiler:
    Hourglass Card 4 Uliah/TheChu
    Blessing of 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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.

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

    Location #2: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Uliah/TheChu, Merisiel/AbrahamZ., None

    General Store 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.

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

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

    Warrens Card 1 (Tyrant Troll):
    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warrens Card 2:
    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.

    Location #5: Giant Lair
    Closed
    At This Location: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #6: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None

    Apothecary Card 1 (Web):
    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.


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

    ========================
    Uliah starts his turn.
    Hour: Blessing of Erastil
    Hour Power:No effect.
    Location: Warrens
    Location Power: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    Scenario Powers: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
    On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.

    Uliah moves to the Apothecary and explores.

    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.

    Intelligence 6: 1d6 ⇒ 4

    Roll Details:

    Intelligence: 1d6

    Attempting to close location

    Intelligence 6: 1d6 + 2d6 ⇒ (5) + (1, 6) = 12

    Roll Details:

    Intelligence: 1d6
    Double Bless (The Keep): 2d6

    Apothecary is closed

    Uliah wrote:

    Hand: Glorious Warhammer, Divine Insight, Covering Heavy Shield, Camel (Level 1), Horse (Level 1), Iomedae's Justice (Level 1),

    Displayed: Banner of the Ancient Kings,
    Deck: 11 Discard: 1 Buried: 1
    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).
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    * 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)
    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 the Lord in Iron (Level 3), Retriever (Level 1), Flaming Mace, Deathgrip, Orison (Level 1), Spyglass
    Recharged: Cure (Core), Magic Studded Leather Armor, Augury, Holy Light, Blessing of Abadar (Level 2),
    Discard Pile: The Keep (Level 1),
    Buried Pile: Wyrmsmite,

    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)(□+2).
    - At the end of your move step, you may recharge a Divine card (□ or an ally) 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 (□ +1) 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.
    - ☑ When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier.
    - 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
    - Failed to acquire Card 1 of Apothecary (Web)
    - Apothecary is closed
    - Discarded The Keep

    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.

    Deeper Dungeons CLOSED
    Merisiel, - General Store CLOSED 1 remain // Potion of Gracefulness
    Treacherous Cave CLOSED
    Sajan - Warrens 1-2 remain // 1=Tyrant Troll, 2=Harpy
    Giant Lair CLOSED
    Zetha, Uliah - Apothecary CLOSED


    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 (Tyrant Troll):

    Tyrant Troll
    SoRu
    Henchman 4
    Type: Monster
    Traits:
    Giant
    Troll
    To Defeat:
    Combat 15
    Damage dealt by the Tyrant Troll is increased by 2.
    If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location power: n/a because no other open locations.

    Scenario Power: On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait: bury Sword Cane.

    Combat 15-2=13, revealing then recharging Venomous Dagger +2 2, fire trait, scenario power, Merisiel recharge Sharper, giant, banner: 1d12 + 3 + 1d4 + 2 + 1d12 + 1d8 + 1d6 + 1d6 + 1 ⇒ (1) + 3 + (2) + 2 + (9) + (3) + (6) + (1) + 1 = 28

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

    Acro 6, Coat: 1d12 + 5 + 1d4 ⇒ (12) + 5 + (1) = 18

    We win!


    Development
    You fended off the furious trolls, who obviously didn’t care
    that you had nothing to do with the repeated agony to
    which Alaznist subjected them, let alone the thousands of years
    they spent in magically induced stasis. The cruelties the trolls
    endured in the name of research are nearly too immense to
    comprehend, based on the runelord’s notes. Much of it seemed
    to be just for Alaznist’s amusement.

    Your mind wanders to the details you read before the trolls
    attacked, and you recall mentions of great investments sunk into
    the areas beyond. If the treasures you’ve already found weren’t even
    worth mentioning in the parchments, the riches that lie ahead must
    be truly valuable indeed. That familiar nagging returns to your
    thoughts—you must rush forward before others steal your hard earned
    prizes!

    Rewards
    Each character chooses armor, ally, or blessing and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

    Lizard (Ally 4)
    Clockwork Librarian (Ally 4)
    Magic Studded Leather Armor (Armor 3)
    Blessing of the Gods (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of Norgorber (Blessing 3)
    Spyglass (Item B)
    Headband of Alluring Charisma (Item 3)
    Chime of Unlocking (Item 2)
    Staff of Minor Healing (Item 1)
    Wand of Scorching Ray (Item 3)
    Headband of Alluring Charisma (Item 3)
    Amulet of Fiery Fists (Item 4)
    Boots of Elvenkind (Item B)
    Haste (Spell 2)
    Lightning Bolt (Spell 2)
    Teleport (Spell 4)
    Venomous Dagger +2 (Weapon 3)
    Heavy Crossbow (Weapon B)
    Shock Longbow +1 (Weapon B)


    2-4C: WHAT POISON HATH WROUGHT
    Powering through the Wrathworks has been no easy task, but
    the farther you adventure into this treacherous place, the
    more that a pounding covetousness drives you. You now
    have evidence from Alaznist’s notes that tremendous wealth lies
    deeper in the Wrathworks, and you want it. You desperately need
    it, not because of simple avarice, but because you have gained a
    deep understanding of the runelords’ power and resources, and you
    intend to claim their legacies for yourself. You know, deep in your
    belly, that you deserve nothing less. And nothing will stop you from
    taking what’s yours.

    Winding through the maze-like corridors, though, it’s
    becoming difficult to imagine that great spoils are still truly at
    hand. Here and there, the ceilings are caving in. In a few places,
    you have to crawl over collapsed corners and bash down rotten
    doors. You’re beginning to feel like a fool for your excitement.

    Until you see it.

    Suddenly, the crumbling tunnels give way to a magnificent
    sight. Before you is a room with dusty, marble-lined walls fronted
    by elaborately carved workbenches. On these are what seem to
    be ancient alchemy labs, complete with gold-plated equipment
    and boxes full of loose gemstones—material components for the
    strange magic once practiced here, you assume.

    Scattered throughout the laboratory are the remains of those
    who likely worked here all those millennia ago. It’s a grisly scene,
    but the bones and strangely bloated entrails seem just as dusty
    as the rest of the room. A sense of urgency pulls you toward the
    glittering prizes; they must be yours before anyone else comes to
    claim them.

    Looking up into the gloom beyond, your fingers buried in the
    boxes of gems, you notice subtle but chilling movement in the
    shadows. And are those bones stirring? This might not be as easy
    as you thought!


    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: At the start of your turn, you may examine the top card of a deck
    of another character at your location, then you may put it on the
    bottom of that character’s deck.

    On your combat check, you may bury the top card of your deck to
    add 1d6 and the Acid or Fire trait.

    To win the scenario, close all locations.

    Scenario Level (#): 4

    Turn: 0, Uliah/TheChu

    Random Cards:

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

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

    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.

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

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

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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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.

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

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

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

    Spoiler:
    Chainmail of Cold Resistance
    RotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Combat or Cold damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    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:
    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.

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

    Spoiler:
    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.

    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:
    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:
    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 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 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 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 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.

    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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Sajan/Gimry:
    Spoiler:
    Hourglass Card 2 Sajan/Gimry
    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 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 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 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 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 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 9 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 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 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 Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 13 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 14 Sajan/Gimry:
    Spoiler:
    Hourglass Card 14 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 15 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Zetha/tcolmaster01
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Uliah/TheChu:
    Spoiler:
    Hourglass Card 16 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Zetha/tcolmaster01
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 20 Uliah/TheChu:
    Spoiler:
    Hourglass Card 20 Uliah/TheChu
    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 21 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Merisiel/AbrahamZ.
    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 22 Sajan/Gimry:
    Spoiler:
    Hourglass Card 22 Sajan/Gimry
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Zetha/tcolmaster01
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 25 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 25 Merisiel/AbrahamZ.
    Blessing of 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 29 Merisiel/AbrahamZ.:
    Spoiler:
    Hourglass Card 29 Merisiel/AbrahamZ.
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 30 Sajan/Gimry:
    Spoiler:
    Hourglass Card 30 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.

    Location #1: Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Location #4: Glassworks
    At This Location: If you fail a check, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 6 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: 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 #6: Mill
    At This Location: Add 2 to your checks with the Slashing trait.
    When Closing: Succeed at a Dexterity or Acrobatics 8 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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