[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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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: Festering Maze of Sloth
Location Power: You may play no more than 1 card per check, regardless of type.
Scenario Powers: When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario.
To win the scenario, close all locations.

Uliah explores the Festering Maze of Sloth.

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.

Auto-acquire that with Divine
Discarding Retriever to explore again with possible bonus to acquire

Blizzard:
RotR
Spell 5
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
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.

Ugh, not many resources to help, and don't want to empty it all and have nothing for henchmen/closing
Auto-fail this

Auto-succeed the EoT Divine check (Scenario Power) with ally in hand

Uliah wrote:

Hand: Wyrmsmite, Deathgrip, Fiery Weapon, Covering Heavy Shield, Camel (Level 1), Horse (Level 1),

Displayed:
Deck: 11 Discard: 5 Buried: 0
Current Location: Festering Maze of Sloth
Hero Points: 2
Paizo Reroll 1 Die Used: Yes
NOTES:
Available Support: Saving for myself - None
* Warpriest Power - When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number (I'll get it back at start of my turn)
* Wyrmsmite - Recharge to reduce damage to local character by 4
* Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
Movement:
Move me to the Festering Maze of Sloth 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), Blessing of Abadar (Level 2), Banner of the Ancient Kings, The Keep (Level 1), Orison (Level 1), Steal Soul, Divine Blaze, Augury
Recharged: Major Cure, Hippogriff Fledgling (Level 4), Divine Insight,
Discard Pile: Flaming Mace, Iomedae's Justice (Level 1), Blessing of Abadar 2 (Level 2), Verminbane Warhammer, Retriever (Level 1),
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Weapon, Divine
POWERS:
- On your combat or Divine check, you may reveal a Mount card (☑ or an ally) to add 1d4 (☑ +1)(□+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:
- Acquired Card 1 of Festering Maze of Sloth (Fiery Weapon)
- Failed to acquire Card 2 (Blizzard)
- Discarded Retriever

Board Status
Most Recent BR Refresh
Sajan - Courtyard 1-3 remain
Uliah - Festering Maze of Sloth 3-6 remain
Thassilonian Library CLOSED
Zetha - Academy CLOSED


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: Courtyard
Location Power:Before any combat here, each character at this location must succeed at a Dexterity or Acrobatics 8 check or take 1d4 Combat damage.
Adventure Powers:
Scenario Powers:

  • When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario.

    Wand of Shield:

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

    Auto fail this

    Hand size 2, so no more EoT

    Sajan wrote:

    HAND: Amulet of Furious Fists, The Joke

    DISPLAYED:
    Deck: 19 | Discards: 1 | Bury Pile: 0
    Current Location: Courtyard
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:
    Handsize = 2


    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 - Courtyard 2-3 remain
    Uliah - Festering Maze of Sloth 3-6 remain
    Thassilonian Library CLOSED
    Zetha - Academy CLOSED


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of GorumY
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Stone Giant, Sneak
    Move: Festering Maze of Sloth
    Location Powers: You may play no more than 1 card per check, regardless of type.
    Explore: Alu-Demon Sister
    BYA Not Applicable
    Combat 17: 1d10 + 1d4 + 12 ⇒ (5) + (2) + 12 = 19
    Defeated

    Banish Stone Giant to use Stealth for Close Check.
    Con 12: 1d10 + 7 ⇒ (1) + 7 = 8
    Con 12 Hero Point: 1d10 + 7 ⇒ (5) + 7 = 12
    WPC No Effect.

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.
    Banish Sneak to use Stealth

    Scenario Power 9: 1d10 + 7 ⇒ (5) + 7 = 12
    [u]Summary[/u]
    Acquired: None
    Banished: Alu-Demon Sister
    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: Wand of Shield, Blazing Servant, Bound Shadow Demon, Binder's Tome, Cauterizing Blade, Bound Imp, Augury (Core), Frost Ray,

    Displayed: Ahtez, Phantom Steed,
    Deck: 12 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): Samisen of Oracular Vision, Bound Magma Spirit, Good Omen (Core), Toad, Riftwarden (Core), Blessing of Abadar, Seamantle, Blessing of Lamashtu, Cure (Core), Robe of Runes, Blessing of Iomedae, Swipe
    Recharged:
    Discard Pile: Blackwing Librarian, Blessing of Sivanah,
    Buried Pile: Faceless Stalker, Harpy, Mercenary, Stone Giant, Ogre, Mass Cure, Tickwood Boar, Ogrekin, Sinspawn Axeman, Stone Giant 2, Sneak,

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) (☐ or 3 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier) ([X] or to examine the top card of any location deck).
    [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: When you reset your hand, if your hand size is 3 or more, succeed
    at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce
    your hand size by 1 for the rest of the scenario.

    To win the scenario, close all locations.

    Scenario Level (#): 5

    Turn: 16, Uliah/TheChu

    Random Cards:

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

    Spoiler:
    Shining Child
    RotR
    Monster 5
    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:
    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:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Spoiler:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.

    Barriers
    Spoiler:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Spoiler:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

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

    Spoiler:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

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

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

    Spoiler:
    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:
    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:
    Dancing Scimitar +2
    RotR
    Weapon 5
    Traits:
    Finesse
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your 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.

    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:
    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:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Magic 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:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce 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, discard 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:
    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:
    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:
    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.

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

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

    Spoiler:
    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:
    Shaman
    RotR
    Ally 5
    Traits:
    Cleric
    Divine
    Half-Orc
    To Acquire:
    Charisma
    Diplomacy 9
    OR Wisdom
    Divine 7
    Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
    Discard this card to explore your location.

    Spoiler:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged 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.

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

    Current Hour:

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

    Hours Remaining: 14

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

    Location #1: 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: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, None

    Courtyard Card 1:
    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.
    Courtyard Card 2:
    Alu-Demon Sister
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
    If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    If defeated, you may immediately attempt to close this location.

    Location #2: Festering Maze of Sloth
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, Uliah/TheChu, None

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

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


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

    ========================
    Uliah starts his turn.
    Hour: Blessing of Desna
    Hour Power:No effect.
    Location: Festering Maze of Sloth
    Location Power: You may play no more than 1 card per check, regardless of type.
    Scenario Powers: When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario.
    To win the scenario, close all locations.

    Uliah moves to the Courtyard and explores.

    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.

    Auto-fail my BYA Dex/Acrobatics 8 check
    BYA Combat Damage: 1d4 ⇒ 2
    Covering Heavy Shield + Sajan reduces that to 0

    Sajan needs to make a Dex/Acrobatics 8 check or be dealt 1d4 damage

    Combat 15: 1d6 + 1 + 2 + 1d8 + 2 + 1d4 + 4 + 1d4 + 1 ⇒ (5) + 1 + 2 + (3) + 2 + (2) + 4 + (3) + 1 = 23

    Roll Details:

    Melee: 1d6+1+2
    Wyrmsmite (Reload): 1d8+2+1d4
    Divine Commander Power (+Wis to Weapon): 4
    Reveal an Ally (Camel): 1d4+1

    Discarding Horse to explore again with bonus to first check

    Alu-Demon Sister:
    RotR
    Henchman 5
    Type: Monster
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
    If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    If defeated, you may immediately attempt to close this location.

    Auto-fail my BYA Dex/Acrobatics 8 check
    BYA Combat Damage: 1d4 ⇒ 1
    Covering Heavy Shield + Sajan reduces that to 0, Horse's 1d4 is used

    Sajan needs to make a Dex/Acrobatics 8 check or be dealt 1d4 damage

    BYA Divine 10: 1d10 + 4 + 3 + 1d4 + 1 ⇒ (6) + 4 + 3 + (4) + 1 = 18

    Roll Details:

    Divine: 1d10+4+3
    Reveal an Ally (Camel): 1d4+1

    Combat 17: 1d10 + 4 + 3 + 2d8 + 1d4 + 1 ⇒ (8) + 4 + 3 + (5, 3) + (4) + 1 = 28

    Roll Details:

    Divine: 1d10+4+3
    Deathgrip: 2d8
    Reveal an Ally (Camel): 1d4+1

    Ha, location is empty, but I can't pass the close check...

    Uliah attempts to recover all cards in his Recovery pile.
    Deathgrip: Divine 10: 1d10 + 4 + 3 + 1d4 + 1 ⇒ (6) + 4 + 3 + (3) + 1 = 17 -> Deathgrip recharged discarded.

    Uliah wrote:

    Hand: Wyrmsmite, Fiery Weapon, Covering Heavy Shield, Camel (Level 1), Blessing of Abadar 2 (Level 2), Blessing of the Lord in Iron (Level 3),

    Displayed:
    Deck: 11 Discard: 6 Buried: 0
    Current Location: Courtyard
    Hero Points: 2
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Warpriest Power - When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number (I'll get it back at start of my turn)
    * Wyrmsmite - Recharge to reduce damage to local character by 4
    * 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
    * 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 Festering Maze of Sloth if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Banner of the Ancient Kings, Steal Soul, Orison (Level 1), Blessing of Abadar (Level 2), Divine Blaze, The Keep (Level 1), Augury
    Recharged: Major Cure, Hippogriff Fledgling (Level 4), Divine Insight, Deathgrip,
    Discard Pile: Flaming Mace, Iomedae's Justice (Level 1), Blessing of Abadar 2 (Level 2), Verminbane Warhammer, Retriever (Level 1), Horse (Level 1),
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (☑ or an ally) to add 1d4 (☑ +1)(□+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 Courtyard
    - Defeated Cards 1, 2 of Courtyard (Hill Giant, Alu-Demon Sister)
    - Discarded Horse
    - Recharged Deathgrip

    Board Status
    Most Recent BR Refresh
    Notes for Sajan: Need to make 2 Dex/Acro 8 checks or suffer 1d4 Combat Damage (Covering Heavy Shield will reduce by 1)

    Sajan, Uliah - Courtyard 0 remain
    Zetha - Festering Maze of Sloth CLOSED
    Thassilonian Library CLOSED
    Academy CLOSED


    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:
    Acrobatics 8: 1d8 + 3 ⇒ (3) + 3 = 6

    Roll Details:

    Acrobatics - 1d8+3

    damage: 1d4 ⇒ 2
    Power reduces damage by 1. Uliah reduces damage by 1

    Acrobatics 8: 1d8 + 3 ⇒ (3) + 3 = 6

    Roll Details:

    Acrobatics - 1d8+3

    damage: 1d4 ⇒ 2
    Power reduces damage by 1. Uliah reduces damage by 1

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Courtyard
    Location Power:Before any combat here, each character at this location must succeed at a Dexterity or Acrobatics 8 check or take 1d4 Combat damage.
    Adventure Powers:
    Scenario Powers:

  • When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario.

    Acrobatics 10: 1d8 + 3 + 1d8 + 1d8 ⇒ (3) + 3 + (2) + (7) = 15

    Roll Details:

    Acrobatics - 1d8+3
    Blessed - 1d8
    Blessed - 1d8

    Use Uliah's blessing, I can freely bless Acro checks, so use The Joke


  • Development
    Long live Krune—Krune is dead! Or at least he remains
    missing, and the deranged cultists who wished to transfer
    his mind into your body are defeated. As Ruyla sputtered
    her last words, a shimmering blue gate opened near her. She
    crawled toward it, ostensibly to escape, but you made sure that
    didn’t happen.
    Now you’ve quelled the danger here, and Rulya’s gate glimmers
    enticingly. Should you step through it, and hope that it deposits you
    back on Hollow Mountain?
    You’ve now defeated two runelords’ evil forces, and you’ve got
    nothing to lose. You leap through the portal, where adventure no
    doubt awaits!

    Rewards

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

    Staff of Hungry Shadows:

    Loot
    Type: Item
    Traits: Magic Staff
    To Acquire:
    When you play a spell with the Attack trait, you may reveal this card and discard a spell to add 1d8+2 to your check. If you succeed at the check, recharge a random card from your discard pile. Reveal this card and discard a spell to roll your Arcane die and decrease the difficulty of another character's combat check at your location by that amount.

    Adventure 5 Reward: Each player chooses one of his Pathfinder Society Adventure Card Guild characters. That character may treat the loot Runewell’s Echo as if it is in his Class Deck box.

    Blessing of Abadar (Blessing 2)
    Wand of Shield (Item 1)
    Cloak of Elvenkind (Item 2)
    Detect Evil (Spell B)
    Frost Ray (Spell 1)
    Fiery Weapon (Spell 1)
    Swipe (Spell 3)
    Mass Cure (Spell 4)
    Longsword +2 (Weapon 3)


    THE SHATTERED BLADES OF ALAZNIST
    Choking darkness, black as far as the eye can see, envelops
    you. Air comes in gasps, as if it’s threadbare and thin,
    and the stone wall beside you vaults upward steeply.
    When you leapt through the shimmering portal in the Sihedron
    of Sloth, you expected the lush vista of a mountainside path to
    greet you on the other side. Instead, it feels like you’ve stepped
    back inside the mountain itself. What’s more, from the dizzying
    effects you’re experiencing, it seems you’ve landed somewhere
    near the peak.
    Striking a torch alight, you shake the fog from your head. What
    manner of unholy chambers have you managed to stumble upon
    now? Stomach sinking, you realize that there’s no exit in sight.
    There is only a narrow, roughly worked stone corridor ahead,
    and no hints of signposts or alternate routes. A bad feeling starts
    to sink in—until you recount all the heroics you’ve accomplished
    so far. You’ve conquered Xin-Bakrakhan, survived Envy’s mighty
    simulacrum, and stopped cultists from transferring the mind
    of Sloth into your f lesh! You’ve faced all the horrors Hollow
    Mountain could throw your way, and you’ve not only survived—
    you’ve thrived, and you’ve claimed more than a few priceless
    treasures for your efforts. What’s one little walk through the
    darkness in comparison?
    Your heart full and optimism singing in your steps, you
    wind your way through the narrow corridor. You navigate so
    many twists and turns that you no longer have any sense of
    the direction you’re headed, but the tunnel can’t stretch much
    farther, you think.
    Finally, the corridor widens into a cavern. A startling sight
    greets you. Illuminated with a row of f lickering sconces is a
    great marble wall, and in its center is a round vault door. Carved
    prominently into the door is a symbol you recognize with
    baff lement: the ancient Thassilonian rune for Gluttony. Below
    the symbol is a sobering phrase: The Gravevault of Wrath.
    Were the cavern unoccupied, a moment of panic may have
    set in. But there’s no time for comparisons to the Wrathworks;
    slumped in front of the vault is a blanched-faced woman, her
    breastplate dinged and her shoulder bloodied. When she sees
    you, her eyes f lare to life, and the panic on her face is evident.
    Scrabbling to her feet, she manages to blurt out in desperation.
    “You’ve got to help me! My wife’s in there!”


    2-6A: A GRIM CONTINGENCY
    Once the woman’s initial panic ebbs, she takes a deep
    breath and holds her injured shoulder gingerly.
    “Name’s Mayala,” she says, offering a polite nod in
    greeting. “I didn’t mean to set upon you like that, it’s just… I’m at
    a loss, if I’m being honest.”
    “My wife and I are adventurers from Kaer Maga. For years,
    Brynne has sat with some strange old stories she heard as a girl—
    their family is descended from some sort of powerful Thassilonian
    who was once an advisor to Zutha, the Runelord of Gluttony.
    According to family lore, Brynne’s ancestor betrayed Zutha to the
    Runelord of Wrath. He stole a buncha Zutha’s research and gave it
    to Alaznist, supposedly on promises of great power from his new
    mistress. But no one knows how it all turned out.
    “Brynne was always desperate to find out the truth. So, I did
    some research, and found out about this facility. We traveled all
    the way to the mountain, fought a buncha horrifying things, and
    found some sorta teleportation ring to the vault here. Only as we
    tried to figure out the place, something happened to Brynne. It was
    like she became a golem—she walked forward, ignoring my yells,
    right through the stone vault! I tried to follow,” she points at her
    bloodied shoulder, “but got only this for my effort!”
    Panic again besets Mayala, but you do your best to calm her. Of
    course you’ll help find Brynne, you assure her. And it takes you a
    while, but eventually the creaky vault door opens.
    But Brynne’s not inside. Instead, you’ve seemingly stumbled
    into a graveyard—only the plots are empty, and standing in front
    of you are rows of stinking, howling corpses, their bone-bows
    trained on you unerringly, jaws slathering with hunger.
    Things just got a lot more complicated.


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

    During This Scenario:

    Additional Rules: Treat all monsters as if they have the Undead trait and the
    following additional power: “The monster is immune to the
    Mental and Poison traits.”

    Scenario Level (#): 6

    Turn: 0, 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:
    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:
    Warden of Thunder
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 23
    The Warden of Thunder is immune to the Electricity trait.
    Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
    Damage dealt by the Warden of Thunder 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:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

    Barriers
    Spoiler:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

    Spoiler:
    Stampeding Aurochs
    RotR
    Barrier 6
    Traits:
    Animal
    Skirmish
    To Defeat:
    Dexterity
    Stealth 16
    If undefeated, each character attempts a Dexterity or Acrobatics 13 check. Characters who succeed are dealt 2 Combat damage; characters who fail are dealt 1d6+1 Combat damage.

    Spoiler:
    Disjunction Pulse
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 15
    If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

    Spoiler:
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

    Spoiler:
    Corroded Lock
    RotR
    Barrier 6
    Traits:
    Lock
    To Defeat:
    Dexterity
    Disable 15
    OR Combat 30
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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

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

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

    Spoiler:
    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:
    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:
    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:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    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:
    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.

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

    Spoiler:
    Fortress Shield
    RotR
    Armor 6
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 9
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Greater Bolstering Armor
    RotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
    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:
    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:
    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:
    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:
    Token of Remembrance
    RotR
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

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

    Spoiler:
    Boots of Teleportation
    RotR
    Item 6
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 9
    Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

    Spoiler:
    Ring of Energy Resistance
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

    Allies
    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:
    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:
    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:
    Pyromaniac Mage
    RotR
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Arcane 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 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 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 Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 7 Sajan/Gimry
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 8 Zetha/tcolmaster01
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 9 Uliah/TheChu:
    Spoiler:
    Hourglass Card 9 Uliah/TheChu
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 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 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 14 Zetha/tcolmaster01
    Blessing of 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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 15 Uliah/TheChu
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 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 18 Uliah/TheChu:
    Spoiler:
    Hourglass Card 18 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Sajan/Gimry:
    Spoiler:
    Hourglass Card 19 Sajan/Gimry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 20 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 20 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 21 Uliah/TheChu:
    Spoiler:
    Hourglass Card 21 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 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 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 24 Uliah/TheChu:
    Spoiler:
    Hourglass Card 24 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 25 Sajan/Gimry:
    Spoiler:
    Hourglass Card 25 Sajan/Gimry
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 26 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 26 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 27 Uliah/TheChu:
    Spoiler:
    Hourglass Card 27 Uliah/TheChu
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 28 Sajan/Gimry:
    Spoiler:
    Hourglass Card 28 Sajan/Gimry
    Blessing of 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 29 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 29 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 30 Uliah/TheChu:
    Spoiler:
    Hourglass Card 30 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.

    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: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #4: 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 #5: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None


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

    Starting: Desecrated Vault

    "

    Zetha wrote:

    Hand: Blessing of Abadar, Blessing of Iomedae, Good Omen (Core), Blazing Servant, Phantom Steed, Samisen of Oracular Vision, Riftwarden (Core), Bound Imp,

    Displayed: Ahtez,
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure (Core), Cauterizing Blade, Bound Magma Spirit, Binder's Tome, Blessing of Sivanah, Augury (Core), Robe of Runes, Seamantle, Blessing of Lamashtu, Bound Shadow Demon, Blackwing Librarian, Toad
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 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 catacombs of wrath.

    Sajan wrote:

    HAND: Amulet of Fiery Fists, Thieves' Tools, Blessing of Cayden Cailean, Our Lord in Iron, The Joke

    DISPLAYED:
    Deck: 15 | Discards: 0 | Bury Pile: 0
    Current Location: Catacombs of Wrath
    Hero Points: 5
    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


    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: Wyrmsmite, Divine Insight, Retriever (Level 1), Blessing of the Lord in Iron (Level 3), Orison (Level 1), Blessing of Abadar (Level 2),

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Treacherous Cave
    Hero Points: 3
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: Saving for myself - None
    * Warpriest Power - When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number (I'll get it back at start of my turn)
    * Wyrmsmite - Recharge to reduce damage to local character by 4
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    * Blessing of Abadar (2) - Add 1 die to any check, or 2 dice against a barrier. Recharges if Blessing of Abadar is the hour
    * Orison (1) - Add 1 die to any check, recharges if current hour's level is 0
    * 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 any location if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Keep (Level 1), Verminbane Warhammer, Hippogriff Fledgling (Level 4), Banner of the Ancient Kings, Covering Heavy Shield, Augury, Camel (Level 1), Horse (Level 1), Steal Soul, Iomedae's Justice (Level 1), Deathgrip, Divine Blaze, Flaming Mace, Major Cure
    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: ☑


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

    During This Scenario:

    Additional Rules: Treat all monsters as if they have the Undead trait and the
    following additional power: “The monster is immune to the
    Mental and Poison traits.”

    Scenario Level (#): 6

    Turn: 1, Sajan/Gimry

    Random Cards:

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

    Spoiler:
    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.

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

    Spoiler:
    Hidden Beast
    RotR
    Monster 6
    Traits:
    Aberration
    Sorcerer
    Undead
    Vampire
    To Defeat:
    Combat 22
    OR Wisdom
    Perception 16
    The Hidden Beast is immune to the Cold, Mental and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait against the Hidden Beast.
    Before the encounter, each character at this location must succeed at a Combat 22 check or bury 1d4 random cars from his discard pile.

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

    Barriers
    Spoiler:
    Stampeding Aurochs
    RotR
    Barrier 6
    Traits:
    Animal
    Skirmish
    To Defeat:
    Dexterity
    Stealth 16
    If undefeated, each character attempts a Dexterity or Acrobatics 13 check. Characters who succeed are dealt 2 Combat damage; characters who fail are dealt 1d6+1 Combat damage.

    Spoiler:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

    Spoiler:
    Corroded Lock
    RotR
    Barrier 6
    Traits:
    Lock
    To Defeat:
    Dexterity
    Disable 15
    OR Combat 30
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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

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

    Spoiler:
    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:
    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:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    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.

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

    Spoiler:
    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:
    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:
    Dominate
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Corrosive Storm
    RotR
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Armors
    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:
    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:
    Demon Armor
    RotR
    Armor 6
    Traits:
    Fire
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    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 proficient with heavy armors, discard it instead.
    If 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:
    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 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:
    Token of Remembrance
    RotR
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Spoiler:
    Sihedron Ring
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:
    Constitution
    Fortitude 7
    OR Arcane 9
    Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

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

    Allies
    Spoiler:
    Velociraptor
    RotR
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 14
    Discard this card to explore your location; add 2d6 to your combat checks during this exploration.

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

    Spoiler:
    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:
    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:
    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.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 3 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Zetha/tcolmaster01
    Blessing of Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the 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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 5 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 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 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 8 Uliah/TheChu:
    Spoiler:
    Hourglass Card 8 Uliah/TheChu
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 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 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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 11 Uliah/TheChu
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 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 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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 14 Uliah/TheChu
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Sajan/Gimry:
    Spoiler:
    Hourglass Card 15 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 16 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 16 Zetha/tcolmaster01
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Uliah/TheChu:
    Spoiler:
    Hourglass Card 17 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 18 Sajan/Gimry:
    Spoiler:
    Hourglass Card 18 Sajan/Gimry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 19 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Zetha/tcolmaster01
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Uliah/TheChu:
    Spoiler:
    Hourglass Card 20 Uliah/TheChu
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Sajan/Gimry:
    Spoiler:
    Hourglass Card 21 Sajan/Gimry
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 22 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 23 Uliah/TheChu:
    Spoiler:
    Hourglass Card 23 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 24 Sajan/Gimry:
    Spoiler:
    Hourglass Card 24 Sajan/Gimry
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 25 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 25 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 26 Uliah/TheChu:
    Spoiler:
    Hourglass Card 26 Uliah/TheChu
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 27 Sajan/Gimry:
    Spoiler:
    Hourglass Card 27 Sajan/Gimry
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 28 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 29 Uliah/TheChu:
    Spoiler:
    Hourglass Card 29 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.

    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: Zetha/tcolmaster01, None

    Desecrated Vault Card 1:
    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.
    Desecrated Vault Card 2:
    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.
    Desecrated Vault Card 3:
    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.
    Desecrated Vault Card 4:
    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.
    Desecrated Vault Card 5:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Desecrated Vault 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.
    Desecrated Vault Card 7:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
    Desecrated Vault Card 8:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Desecrated Vault Card 9:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Desecrated Vault Card 10:
    Deathweb
    RotR
    Monster 4
    Traits:
    Undead
    To Defeat:
    Combat 17
    OR Divine 14
    The Deathweb is immune to the Mental and Poison traits.
    Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
    If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

    Location #2: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Heptaric Locus Card 1:
    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.
    Heptaric Locus Card 2:
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Heptaric Locus Card 3:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Heptaric Locus Card 4:
    Wand of Shield
    RotR
    Item 1
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Heptaric Locus 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.
    Heptaric Locus Card 6:
    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.
    Heptaric Locus Card 7:
    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.
    Heptaric Locus Card 8:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
    Heptaric Locus Card 9:
    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.
    Heptaric Locus Card 10:
    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.

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Ravenous Crypts of Gluttony Card 1:
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
    Ravenous Crypts of Gluttony Card 2:
    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.
    Ravenous Crypts of Gluttony Card 3:
    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.
    Ravenous Crypts of Gluttony Card 4:
    Warden of Wind
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 22
    Damage dealt by the Warden of Wind is dealt to each character at this location.
    Ravenous Crypts of Gluttony Card 5:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
    Ravenous Crypts of Gluttony 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.
    Ravenous Crypts of Gluttony Card 7:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ravenous Crypts of Gluttony Card 8:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Ravenous Crypts of Gluttony Card 9:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce 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, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Ravenous Crypts of Gluttony Card 10:
    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 #4: 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:
    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.
    Treacherous Cave Card 2:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
    Treacherous Cave Card 3:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Treacherous Cave Card 4:
    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.
    Treacherous Cave Card 5:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
    Treacherous Cave Card 6:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Treacherous Cave Card 7:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce 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, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Treacherous Cave Card 8:
    Flaming Ranseur +3
    RotR
    Weapon 5
    Traits:
    2-Handed
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Treacherous Cave Card 9:
    Force Sling +3
    RotR
    Weapon 6
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.
    Treacherous Cave Card 10:
    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.

    Location #5: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, None
    Catacombs of Wrath Card 1:
    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.
    Catacombs of Wrath Card 2:
    Hungerer
    RotR
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 22
    The Hungerer is immune to the Acid and Poison traits.
    If defeated, attempt a Dexterity or Acrobatics 14 check. If you succeed, the Hungerer deals 1 Acid damage to you; if you fail, the Hungerer deals 1d4 Acid damage to you.
    Catacombs of Wrath Card 3:
    Baykok Lord
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 28
    THEN Combat 28
    The Baykok Lord is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
    After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
    Catacombs of Wrath Card 4:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
    Catacombs of Wrath Card 5:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
    Catacombs of Wrath Card 6:
    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.
    Catacombs of Wrath Card 7:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Catacombs of Wrath Card 8:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Catacombs of Wrath Card 9:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
    Catacombs of Wrath Card 10:
    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.


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

    ========================
    Sajan starts his turn.
    Hour: Blessing of Shelyn
    Hour Power:No effect.
    Location: Catacombs of Wrath
    Location Power:You may attempt a Wisdom or Perception 7 check to evade a monster.
    Adventure Powers:
    Scenario Powers:

  • Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    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.

    Dexterity 8: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (8) = 12

    Roll Details:

    Dexterity - 1d8+1
    Blessed - 1d8

    Recharge Joke to Bless

    Discard Blessing of Cayden Cailean to explore again

    Hungerer:

    RotR
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 22
    The Hungerer is immune to the Acid and Poison traits.
    If defeated, attempt a Dexterity or Acrobatics 14 check. If you succeed, the Hungerer deals 1 Acid damage to you; if you fail, the Hungerer deals 1d4 Acid damage to you.

    Combat 22: 1d8 + 6 + 1d10 + 2 + 2d6 + 1d8 ⇒ (4) + 6 + (3) + 2 + (1, 1) + (5) = 22

    Roll Details:

    Combat(Melee) - 1d8+6
    Flurry of Blows - 1d10+2
    Amulet of Furious Fists - 2d6
    Blessed - 1d8

    Recharge Our Lord in Iron to bless

    Auto Fail the Acro check
    Acid Damage: 1d4 ⇒ 2

    Use Power to prevent 1 damage, discard Thieves Tools for other damage

    Sajan wrote:

    HAND: Amulet of Fiery Fists, Hellknight of the Nail, Blessing of Pharasma, Gorum's Iron, Master of Masters

    DISPLAYED:
    Deck: 14 | Discards: 2 | Bury Pile: 0
    Current Location: Catacombs of Wrath
    Hero Points: 5
    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
    Zetha - Desecrated Vault 1-10 remain
    Heptaric Locus 1-10 remain
    Ravenous Crypts of Gluttony 1-10 remain
    Uliah - Treacherous Cave 1-10 remain
    Sajan - Catacombs of Wrath 3-10 remain


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

    Out of Turn Updates: None

    Turn - Hour:Blessing of the Gods
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Scarlet Walker, Mammoth
    Display Phantom Steed
    Move: XX -> YY
    Location Powers: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    Explore: Luckstone
    Banish Mammoth to use Stealth to auto succeed

    Recharge Samisen to examine next 3 cards at location:
    Warlord
    Zombie Giant
    Teleport

    Discard Riftwarden to explore:

    Warlord (Known):

    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.

    Combat 15: 1d10 + 7 + 6 - 1 ⇒ (10) + 7 + 6 - 1 = 22
    Defeated

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

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

    "

    Zetha wrote:

    Hand: Blessing of Abadar, Blessing of Iomedae, Good Omen (Core), Blazing Servant, Luckstone, Blessing of Lamashtu, Bound Imp, Scarlet Walker,

    Displayed: Ahtez, Phantom Steed,
    Deck: 12 Discard: 1 Buried: 1
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackwing Librarian, Blessing of Sivanah, Binder's Tome, Bound Magma Spirit, Toad, Augury (Core), Seamantle, Robe of Runes, Cure (Core), Bound Shadow Demon, Cauterizing Blade
    Recharged: Samisen of Oracular Vision,
    Discard Pile: Riftwarden (Core),
    Buried Pile: Mammoth,

    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: Treat all monsters as if they have the Undead trait and the
    following additional power: “The monster is immune to the
    Mental and Poison traits.”

    Scenario Level (#): 6

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

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

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

    Spoiler:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.

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

    Weapons
    Spoiler:
    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:
    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:
    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:
    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.

    Spells
    Spoiler:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    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.


    Armors
    Spoiler:
    Adamantine Plate Armor
    RotR
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce 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, discard 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:
    Demon Armor
    RotR
    Armor 6
    Traits:
    Fire
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
    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 proficient with heavy armors, discard it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Greater Bolstering Armor
    RotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
    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:
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Headband of Epic Intelligence
    RotR
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence 7
    Reveal this card to add 2 to an Intelligence check. You may use 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:
    Eagle
    RotR
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 9
    Place this card on top of your deck to examine the top card of a location deck.

    Spoiler:
    Morgiv
    RotR
    Ally 6
    Traits:
    Enshrouded
    To Acquire:
    Charisma
    Diplomacy 13
    Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
    Discard this card to explore your location.

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

    Spoiler:
    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.

    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 Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the 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 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 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.

    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 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 Nethys
    RotR
    Blessing 6
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Uliah/TheChu:
    Spoiler:
    Hourglass Card 3 Uliah/TheChu
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Sajan/Gimry:
    Spoiler:
    Hourglass Card 4 Sajan/Gimry
    Blessing of 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 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Zetha/tcolmaster01
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 6 Uliah/TheChu:
    Spoiler:
    Hourglass Card 6 Uliah/TheChu
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Sajan/Gimry:
    Spoiler:
    Hourglass Card 7 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 8 Zetha/tcolmaster01
    Blessing of 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 Uliah/TheChu:
    Spoiler:
    Hourglass Card 9 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 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 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 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 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 14 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 14 Zetha/tcolmaster01
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Uliah/TheChu:
    Spoiler:
    Hourglass Card 15 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Sajan/Gimry:
    Spoiler:
    Hourglass Card 16 Sajan/Gimry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 17 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 17 Zetha/tcolmaster01
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Uliah/TheChu:
    Spoiler:
    Hourglass Card 18 Uliah/TheChu
    Blessing of 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 19 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 20 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 20 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 21 Uliah/TheChu:
    Spoiler:
    Hourglass Card 21 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 22 Sajan/Gimry:
    Spoiler:
    Hourglass Card 22 Sajan/Gimry
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 23 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 24 Uliah/TheChu:
    Spoiler:
    Hourglass Card 24 Uliah/TheChu
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 25 Sajan/Gimry:
    Spoiler:
    Hourglass Card 25 Sajan/Gimry
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 26 Zetha/tcolmaster01
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Uliah/TheChu:
    Spoiler:
    Hourglass Card 27 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Desecrated Vault Card 1 (Zombie Giant):
    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.
    Desecrated Vault Card 2 (Teleport):
    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.
    Desecrated Vault Card 3:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Desecrated Vault Card 4:
    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.
    Desecrated Vault Card 5:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
    Desecrated Vault Card 6:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Desecrated Vault Card 7:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Desecrated Vault Card 8:
    Deathweb
    RotR
    Monster 4
    Traits:
    Undead
    To Defeat:
    Combat 17
    OR Divine 14
    The Deathweb is immune to the Mental and Poison traits.
    Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
    If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

    Location #2: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Heptaric Locus Card 1:
    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.
    Heptaric Locus Card 2:
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Heptaric Locus Card 3:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Heptaric Locus Card 4:
    Wand of Shield
    RotR
    Item 1
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Heptaric Locus 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.
    Heptaric Locus Card 6:
    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.
    Heptaric Locus Card 7:
    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.
    Heptaric Locus Card 8:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
    Heptaric Locus Card 9:
    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.
    Heptaric Locus Card 10:
    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.

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Ravenous Crypts of Gluttony Card 1:
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
    Ravenous Crypts of Gluttony Card 2:
    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.
    Ravenous Crypts of Gluttony Card 3:
    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.
    Ravenous Crypts of Gluttony Card 4:
    Warden of Wind
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 22
    Damage dealt by the Warden of Wind is dealt to each character at this location.
    Ravenous Crypts of Gluttony Card 5:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
    Ravenous Crypts of Gluttony 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.
    Ravenous Crypts of Gluttony Card 7:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ravenous Crypts of Gluttony Card 8:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Ravenous Crypts of Gluttony Card 9:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce 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, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Ravenous Crypts of Gluttony Card 10:
    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 #4: 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:
    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.
    Treacherous Cave Card 2:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
    Treacherous Cave Card 3:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Treacherous Cave Card 4:
    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.
    Treacherous Cave Card 5:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
    Treacherous Cave Card 6:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Treacherous Cave Card 7:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce 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, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Treacherous Cave Card 8:
    Flaming Ranseur +3
    RotR
    Weapon 5
    Traits:
    2-Handed
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Treacherous Cave Card 9:
    Force Sling +3
    RotR
    Weapon 6
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.
    Treacherous Cave Card 10:
    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.

    Location #5: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, None
    Catacombs of Wrath Card 1:
    Baykok Lord
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 28
    THEN Combat 28
    The Baykok Lord is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
    After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
    Catacombs of Wrath Card 2:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
    Catacombs of Wrath Card 3:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
    Catacombs of Wrath Card 4:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    Catacombs of Wrath Card 5:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Catacombs of Wrath Card 6:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Catacombs of Wrath Card 7:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
    Catacombs of Wrath Card 8:
    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.


    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: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Uliah explores the Treacherous Cave.

    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.

    Auto-fail that, discarding Blessing of Abadar to explore again

    Belt of Physical Might:
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

    Ask Zetha for her Good Omen

    Strength 9: 1d6 + 1 + 1d6 + 6 ⇒ (4) + 1 + (3) + 6 = 14

    Roll Details:

    Strength: 1d6+1
    Good Omen: 1d6+6

    Uliah wrote:

    Hand: Wyrmsmite, Divine Insight, Belt of Physical Might, Retriever (Level 1), Blessing of the Lord in Iron (Level 3), Orison (Level 1),

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Current Location: Treacherous Cave
    Hero Points: 3
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: Saving for myself - None
    * Warpriest Power - When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number (I'll get it back at start of my turn)
    * Wyrmsmite - Recharge to reduce damage to local character by 4
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    * Orison (1) - Add 1 die to any check, recharges if current hour's level is 0
    * 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 any location if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Covering Heavy Shield, Camel (Level 1), Banner of the Ancient Kings, Verminbane Warhammer, Divine Blaze, The Keep (Level 1), Hippogriff Fledgling (Level 4), Major Cure, Deathgrip, Horse (Level 1), Steal Soul, Iomedae's Justice (Level 1), Flaming Mace
    Recharged:
    Discard Pile: Blessing of Abadar (Level 2),
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (☑ or an ally) to add 1d4 (☑ +1)(□+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:
    - Failed to acquire Card 1 of Treacherous Cave (Lesser Bolstering Armor)
    - Asked Zetha for her Good Omen
    - Acquired Card 2 (Belt of Physical Might)
    - Discarded Blessing of Abadar

    Board Status
    Most Recent BR Refresh
    Zetha - Desecrated Vault 1-8 remain // 1=Zombie Giant; 2=Teleport
    Heptaric Locus 1-10 remain
    Ravenous Crypts of Gluttony 1-10 remain
    Uliah - Treacherous Cave 3-10 remain
    Sajan - Catacombs of Wrath 1-8 remain


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

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Catacombs of Wrath
    Location Power:You may attempt a Wisdom or Perception 7 check to evade a monster.
    Adventure Powers:
    Scenario Powers:

  • Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Baykok Lord:

    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 28
    THEN Combat 28
    The Baykok Lord is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
    After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.

    VILLAIN! I'm going to try to use the location power to evade

    Perception 7: 1d8 + 2 + 1d8 + 1d8 ⇒ (1) + 2 + (3) + (4) = 10

    Roll Details:

    Perception - 1d8+2
    Double Blessed - 1d8+1d8

    Recharge Master of Masters to double bless

    Evaded

    Sajan wrote:

    HAND: Dragonbane Greatsword, Amulet of Fiery Fists, Hellknight of the Nail, Blessing of Pharasma, Gorum's Iron

    DISPLAYED:
    Deck: 14 | Discards: 2 | Bury Pile: 0
    Current Location: Catacombs of Wrath
    Hero Points: 5
    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
    Zetha - Desecrated Vault 1-8 remain // 1=Zombie Giant; 2=Teleport
    Heptaric Locus 1-10 remain
    Ravenous Crypts of Gluttony 1-10 remain
    Uliah - Treacherous Cave 3-10 remain
    Sajan - Catacombs of Wrath 1-8 remain // Villain is here


  • 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
    Good Omen Arcane 8: 1d10 + 3 ⇒ (9) + 3 = 12
    Turn - Hour: Blessing of Nethys
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Warlord, Ogre
    Move: XX -> YY
    Location Powers: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    Explore: Zombie Giant
    Combat 13 is an auto defeat
    Location Power: 1d6 ⇒ 6

    Discard Blessing of Lamashtu to explore:

    Teleport (Known):

    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.

    Arcane 12: 1d10 + 3 ⇒ (10) + 3 = 13
    Acquired
    Banish Ogre to examine location: Baykok Henchmen !

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

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

    "

    Zetha wrote:

    Hand: Blessing of Abadar, Blessing of Iomedae, Teleport, Blazing Servant, Luckstone, Bound Imp, Scarlet Walker, Warlord,

    Displayed: Ahtez, Phantom Steed,
    Deck: 13 Discard: 2 Buried: 2
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cauterizing Blade, Bound Shadow Demon, Binder's Tome, Blackwing Librarian, Seamantle, Augury (Core), Toad, Bound Magma Spirit, Cure (Core), Blessing of Sivanah, Robe of Runes
    Recharged: Samisen of Oracular Vision, Good Omen (Core),
    Discard Pile: Riftwarden (Core), Blessing of Lamashtu,
    Buried Pile: Mammoth, Ogre,

    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: Treat all monsters as if they have the Undead trait and the
    following additional power: “The monster is immune to the
    Mental and Poison traits.”

    Scenario Level (#): 6

    Turn: 6, Uliah/TheChu

    Random Cards:

    Monsters
    Spoiler:
    Elder Earth Elemental
    RotR
    Monster 5
    Traits:
    Elemental
    To Defeat:
    Combat 18
    The Elemental is immune to the Mental and Poison traits.
    If undefeated, put the Elemental on the bottom of the location deck.

    Spoiler:
    Horror Tree
    RotR
    Monster 6
    Traits:
    Plant
    Treant
    Undead
    To Defeat:
    Combat 22
    The Horror Tree is immune to the Mental and Poison traits.
    Add 1 die to checks to defeat the Horror Tree with the Fire trait.
    If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage 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:
    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:
    Cave Bear
    RotR
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 16
    Damage dealt by the Cave Bear is increased by 1d4-1.

    Barriers
    Spoiler:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

    Spoiler:
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

    Spoiler:
    Corroded Lock
    RotR
    Barrier 6
    Traits:
    Lock
    To Defeat:
    Dexterity
    Disable 15
    OR Combat 30
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the 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:
    Large Chest
    RotR
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

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

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

    Spoiler:
    Returning Frost Spear +2
    RotR
    Weapon 6
    Traits:
    Magic
    Piercing
    Ranged
    Spear
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
    If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

    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:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    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:
    Blizzard
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
    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:
    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:
    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.

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

    Spoiler:
    Fortress Shield
    RotR
    Armor 6
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 9
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
    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.

    Spoiler:
    Greater Bolstering Armor
    RotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
    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:
    Entropy Shield
    RotR
    Armor 6
    Traits:
    Arcane
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Bury this card to defeat a barrier with the Lock trait.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Headband of Epic Intelligence
    RotR
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence 7
    Reveal this card to add 2 to an Intelligence check. You may use another item on this 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:
    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:
    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:
    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.

    Allies
    Spoiler:
    Mountaineer
    RotR
    Ally 6
    Traits:
    Hireling
    Human
    To Acquire:
    Wisdom
    Survival 10
    OR Charisma
    Diplomacy 13
    Reveal this card to add 2d8 to a Survival check.
    Recharge this card to reduce damage dealt to your by 3.
    Discard this card to explore your current 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:
    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:
    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:
    Mountaineer
    RotR
    Ally 6
    Traits:
    Hireling
    Human
    To Acquire:
    Wisdom
    Survival 10
    OR Charisma
    Diplomacy 13
    Reveal this card to add 2d8 to a Survival check.
    Recharge this card to reduce damage dealt to your by 3.
    Discard this card to explore your current location.

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

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

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

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

    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: 24

    Hourglass

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

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

    Desecrated Vault Card 1 (Baykok):
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Desecrated Vault 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.
    Desecrated Vault Card 3:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
    Desecrated Vault 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.
    Desecrated Vault Card 5:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Desecrated Vault Card 6:
    Deathweb
    RotR
    Monster 4
    Traits:
    Undead
    To Defeat:
    Combat 17
    OR Divine 14
    The Deathweb is immune to the Mental and Poison traits.
    Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
    If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

    Location #2: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Heptaric Locus Card 1:
    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.
    Heptaric Locus Card 2:
    Faceless Stalker
    RotR
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
    Heptaric Locus Card 3:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Heptaric Locus Card 4:
    Wand of Shield
    RotR
    Item 1
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Heptaric Locus 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.
    Heptaric Locus Card 6:
    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.
    Heptaric Locus Card 7:
    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.
    Heptaric Locus Card 8:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
    Heptaric Locus Card 9:
    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.
    Heptaric Locus Card 10:
    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.

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Ravenous Crypts of Gluttony Card 1:
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
    Ravenous Crypts of Gluttony Card 2:
    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.
    Ravenous Crypts of Gluttony Card 3:
    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.
    Ravenous Crypts of Gluttony Card 4:
    Warden of Wind
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 22
    Damage dealt by the Warden of Wind is dealt to each character at this location.
    Ravenous Crypts of Gluttony Card 5:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
    Ravenous Crypts of Gluttony 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.
    Ravenous Crypts of Gluttony Card 7:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ravenous Crypts of Gluttony Card 8:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Ravenous Crypts of Gluttony Card 9:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce 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, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Ravenous Crypts of Gluttony Card 10:
    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 #4: 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: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, None
    Treacherous Cave Card 1:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Treacherous Cave Card 2:
    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.
    Treacherous Cave Card 3:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
    Treacherous Cave Card 4:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Treacherous Cave Card 5:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce 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, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Treacherous Cave Card 6:
    Flaming Ranseur +3
    RotR
    Weapon 5
    Traits:
    2-Handed
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Treacherous Cave Card 7:
    Force Sling +3
    RotR
    Weapon 6
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.
    Treacherous Cave Card 8:
    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.

    Location #5: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, Villain
    Catacombs of Wrath Card 1:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
    Catacombs of Wrath Card 2:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
    Catacombs of Wrath Card 3:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Catacombs of Wrath Card 4:
    Baykok Lord
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 28
    THEN Combat 28
    The Baykok Lord is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
    After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
    Catacombs of Wrath Card 5:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
    Catacombs of Wrath Card 6:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Catacombs of Wrath Card 7:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    Catacombs of Wrath Card 8:
    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.


    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: Treacherous Cave
    Location Power: You must succeed at a Constitution or Fortitude 6 check to move or be moved to another location.
    Scenario Powers: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Uliah explores the Treacherous Cave.

    Succubus:
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

    Combat 17: 1d6 + 1 + 2 + 1d8 + 2 + 4 + 2 + 1d4 + 1 + 1d8 ⇒ (2) + 1 + 2 + (2) + 2 + 4 + 2 + (1) + 1 + (8) = 25

    Roll Details:

    Melee: 1d6+1+2
    Wyrmsmite (Reveal): 1d8+2
    Divine Commander Power (+Wis to Weapon): 4
    Miscellaneous: Belt of Physical Might: 2
    Reveal an Ally (Retriever): 1d4+1
    Undead Bane (adds Magic Trait): 1d8

    Discarding Orison to explore again

    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.

    Wisdom 12: 1d10 + 4 + 2d6 ⇒ (10) + 4 + (3, 5) = 22

    Roll Details:

    Wisdom: 1d10+4
    Divine Insight: 2d6

    Uliah attempts to recover all cards in his Recovery pile.
    Divine Insight: Divine 8: 1d10 + 4 + 3 + 1d4 + 1 ⇒ (4) + 4 + 3 + (4) + 1 = 16 -> Divine Insight recharged.

    Uliah wrote:

    Hand: Wyrmsmite, Belt of Physical Might, Camel (Level 1), Retriever (Level 1), Hippogriff Fledgling (Level 4), Blessing of the Lord in Iron (Level 3),

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Treacherous Cave
    Hero Points: 3
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: Saving for myself - None
    * Warpriest Power - When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number (I'll get it back at start of my turn)
    * Wyrmsmite - Recharge to reduce damage to local character by 4
    * 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 any location if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Cure, Iomedae's Justice (Level 1), Augury, Divine Blaze, Flaming Mace, Banner of the Ancient Kings, Covering Heavy Shield, Deathgrip, Steal Soul, Horse (Level 1), The Keep (Level 1), Verminbane Warhammer
    Recharged: Divine Insight,
    Discard Pile: Blessing of Abadar (Level 2), Orison (Level 1),
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (☑ or an ally) to add 1d4 (☑ +1)(□+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 Cards 1, 2 of Treacherous Cave (Succubus, Door Spike)
    - Discarded Orison
    - Recharged Divine Insight

    Board Status
    Most Recent BR Refresh
    Zetha - Desecrated Vault 1-6 remain // 1=Baykok (Henchman)
    Heptaric Locus 1-10 remain
    Ravenous Crypts of Gluttony 1-10 remain
    Uliah - Treacherous Cave 3-8 remain
    Sajan - Catacombs of Wrath 1-8 remain // Villain is here


    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: Catacombs of Wrath
    Location Power:You may attempt a Wisdom or Perception 7 check to evade a monster.
    Adventure Powers:
    Scenario Powers:

  • Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Move to Heptaric Locus

    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.

    Melee 11: 1d8 + 6 ⇒ (2) + 6 = 8

    Roll Details:

    Melee - 1d8+6

    Discard Hellknight of the Nail to explore again

    Faceless Stalker:

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

    Wisdom 7: 1d8 + 1 ⇒ (8) + 1 = 9

    Roll Details:

    Wisdom - 1d8+1

    Combat 17(12+5): 1d8 + 6 + 1d12 + 2 ⇒ (7) + 6 + (9) + 2 = 24

    Roll Details:

    Combat(Melee) - 1d8+6
    Dragonbane Greatsword - 1d12+2

    Sajan wrote:

    HAND: Dragonbane Greatsword, Mokmurian's Club, Amulet of Fiery Fists, Blessing of Pharasma, Gorum's Iron

    DISPLAYED:
    Deck: 13 | Discards: 3 | Bury Pile: 0
    Current Location: Heptaric Locus
    Hero Points: 5
    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
    Zetha - Desecrated Vault 1-6 remain // 1=Baykok (Henchman)
    Sajan - Heptaric Locus 3-10 remain
    Ravenous Crypts of Gluttony 1-10 remain
    Uliah - Treacherous Cave 3-8 remain
    Catacombs of Wrath 1-8 remain // Villain is here


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of Irori
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Treachery Demon, Cave Bear
    Move: Ravenous Crypts of Gluttony
    Location Powers: While you are here, your hand size is increased by 2.
    Explore: Crushing Door
    Play Blazing Servant recharging Scarlet Walker (ADN 6) to auto succeed

    Banish Warlord to examine: Blessing of Gozreh

    Discard Blessing of Iomadae to explore:

    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.

    Banish Cave Bear to use Stealth to auto succeed.

    Discard the blessing to explore:

    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.

    Autofail, Banish.

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Blazing Servant Arcane 14: 1d10 + 1d4 + 3 ⇒ (2) + (2) + 3 = 7
    Zetha resets their hand.
    Recharge Bound Imp to draw 1, Hand now size 10 at location

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

    "

    Zetha wrote:

    Hand: Blessing of Abadar, Binder's Tome, Teleport, Blackwing Librarian, Luckstone, Toad, Robe of Runes, Seamantle, Bound Shadow Demon, Treachery Demon,

    Displayed: Ahtez, Phantom Steed,
    Deck: 9 Discard: 5 Buried: 4
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure (Core), Augury (Core), Bound Magma Spirit, Cauterizing Blade, Blessing of Sivanah
    Recharged: Samisen of Oracular Vision, Good Omen (Core), Scarlet Walker, Bound Imp,
    Discard Pile: Riftwarden (Core), Blessing of Lamashtu, Blazing Servant, Blessing of Iomedae, Blessing of Gozreh,
    Buried Pile: Mammoth, Ogre, Warlord, Cave Bear,

    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: Treat all monsters as if they have the Undead trait and the
    following additional power: “The monster is immune to the
    Mental and Poison traits.”

    Scenario Level (#): 6

    Turn: 9, Uliah/TheChu

    Random Cards:

    Monsters
    Spoiler:
    Elder Earth Elemental
    RotR
    Monster 5
    Traits:
    Elemental
    To Defeat:
    Combat 18
    The Elemental is immune to the Mental and Poison traits.
    If undefeated, put the Elemental on the bottom of the location 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:
    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:
    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:
    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.

    Barriers
    Spoiler:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Spoiler:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.

    Spoiler:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

    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:
    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.

    Weapons
    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.

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

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

    Spoiler:
    Returning Frost Spear +2
    RotR
    Weapon 6
    Traits:
    Magic
    Piercing
    Ranged
    Spear
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
    If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

    Spoiler:
    Shock Greatsword +2
    RotR
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; 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.

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

    Spoiler:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

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

    Armors
    Spoiler:
    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:
    Winged Shield
    RotR
    Armor 5
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon with the 2-handed trait on this check, you may not play this card.
    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.
    Discard this card to move to another location at the end of your turn.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    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:
    Greater Bolstering Armor
    RotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
    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:
    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:
    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:
    Ring of Protection
    RotR
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

    Spoiler:
    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:
    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.

    Allies
    Spoiler:
    Mountaineer
    RotR
    Ally 6
    Traits:
    Hireling
    Human
    To Acquire:
    Wisdom
    Survival 10
    OR Charisma
    Diplomacy 13
    Reveal this card to add 2d8 to a Survival check.
    Recharge this card to reduce damage dealt to your by 3.
    Discard this card to explore your current 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:
    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:
    Maester Grump
    RotR
    Ally 2
    Traits:
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    OR Wisdom
    Divine 8
    Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
    Discard this card to explore your location.

    Spoiler:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.

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

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

    Current Hour:

    Blessing of 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: 21

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

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

    Desecrated Vault Card 1 (Baykok):
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Desecrated Vault 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.
    Desecrated Vault Card 3:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
    Desecrated Vault 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.
    Desecrated Vault Card 5:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Desecrated Vault Card 6:
    Deathweb
    RotR
    Monster 4
    Traits:
    Undead
    To Defeat:
    Combat 17
    OR Divine 14
    The Deathweb is immune to the Mental and Poison traits.
    Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
    If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

    Location #2: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Sajan/Gimry, None
    Heptaric Locus Card 1:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Heptaric Locus Card 2:
    Wand of Shield
    RotR
    Item 1
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Heptaric Locus Card 3:
    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.
    Heptaric Locus Card 4:
    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.
    Heptaric Locus Card 5:
    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.
    Heptaric Locus Card 6:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
    Heptaric Locus Card 7:
    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.
    Heptaric Locus Card 8:
    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.

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    Ravenous Crypts of Gluttony Card 1:
    Warden of Wind
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 22
    Damage dealt by the Warden of Wind is dealt to each character at this location.
    Ravenous Crypts of Gluttony Card 2:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
    Ravenous Crypts of Gluttony 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.
    Ravenous Crypts of Gluttony Card 4:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ravenous Crypts of Gluttony Card 5:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Ravenous Crypts of Gluttony Card 6:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce 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, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Ravenous Crypts of Gluttony Card 7:
    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 #4: 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: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, None
    Treacherous Cave Card 1:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
    Treacherous Cave Card 2:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Treacherous Cave Card 3:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce 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, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Treacherous Cave Card 4:
    Flaming Ranseur +3
    RotR
    Weapon 5
    Traits:
    2-Handed
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Treacherous Cave Card 5:
    Force Sling +3
    RotR
    Weapon 6
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.
    Treacherous Cave 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.

    Location #5: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Villain
    Catacombs of Wrath Card 1:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
    Catacombs of Wrath Card 2:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
    Catacombs of Wrath Card 3:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Catacombs of Wrath Card 4:
    Baykok Lord
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 28
    THEN Combat 28
    The Baykok Lord is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
    After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
    Catacombs of Wrath Card 5:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
    Catacombs of Wrath Card 6:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Catacombs of Wrath Card 7:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    Catacombs of Wrath Card 8:
    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.


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

    ========================
    Uliah starts his turn.
    Hour: Blessing of Gorum
    Hour Power:No effect.
    Location: Treacherous Cave
    Location Power: You must succeed at a Constitution or Fortitude 6 check to move or be moved to another location.
    Scenario Powers: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Uliah explores the Treacherous Cave.

    Belt of Physical Might:
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

    Strength 9: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7

    Roll Details:

    Strength: 1d6+1
    Miscellaneous: Belt of Physical Might: 2

    Failed, discarding Retriever to explore again (with possible bonus to acquire)

    Baykok:
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 24: 1d6 + 1 + 2 + 1d8 + 2 + 1d4 + 4 + 2 + 1d4 + 1 + 1d8 ⇒ (2) + 1 + 2 + (5) + 2 + (3) + 4 + 2 + (2) + 1 + (3) = 27

    Roll Details:

    Melee: 1d6+1+2
    Wyrmsmite (Reload): 1d8+2+1d4
    Divine Commander Power (+Wis to Weapon): 4
    Miscellaneous: Belt of Physical Might: 2
    Reveal an Ally (Camel): 1d4+1
    Undead Bane (adds Magic Trait): 1d8

    AYA Ranged Combat Damage: 1d4 ⇒ 1

    Discarding Camel for Ranged Combat Damage

    Attempting to close location

    Wisdom 7: 1d10 + 4 ⇒ (1) + 4 = 5

    Roll Details:

    Wisdom: 1d10+4

    Paizo re-roll that
    Wisdom 7: 1d10 + 4 ⇒ (6) + 4 = 10

    Location closed

    Uliah wrote:

    Hand: Wyrmsmite, Augury, Belt of Physical Might, Hippogriff Fledgling (Level 4), Iomedae's Justice (Level 1), Blessing of the Lord in Iron (Level 3),

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Current Location: Treacherous Cave
    Hero Points: 3
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Warpriest Power - When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number (I'll get it back at start of my turn)
    * Wyrmsmite - Recharge to reduce damage to local character by 4
    * 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.
    * Iomedae's Justice (1) - Add 1d12 die to another's check to defeat (can't use for myself)
    * Blessing of the Lord in Iron (3) - Add 1 die to any check, or 2 dice for a Strength Combat check. Recharges if the hour has Gorum trait.
    Movement:
    Move me to any location if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Blaze, Steal Soul, The Keep (Level 1), Verminbane Warhammer, Banner of the Ancient Kings, Deathgrip, Horse (Level 1), Major Cure, Flaming Mace, Covering Heavy Shield
    Recharged: Divine Insight,
    Discard Pile: Blessing of Abadar (Level 2), Orison (Level 1), Retriever (Level 1), Camel (Level 1),
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (☑ or an ally) to add 1d4 (☑ +1)(□+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:
    - Failed to acquire Card 1 Treacherous Cave (Belt of Physical Might)
    - Defeated Card 2 (Baykok)
    - Location closed
    - Discarded Retriever, Camel

    Board Status
    Most Recent BR Refresh
    Desecrated Vault 1-6 remain // 1=Baykok (Henchman)
    Sajan - Heptaric Locus 1-8 remain
    Zetha - Ravenous Crypts of Gluttony 1-7 remain
    Uliah - Treacherous Cave CLOSED
    Catacombs of Wrath 1-8 remain // Villain is here


    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: Heptaric Locus
    Location Power:The difficulty to defeat banes is increased by 5.
    Adventure Powers:
    Scenario Powers:

  • Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Baykok:

    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 29(24+5): 1d8 + 6 + 1d12 + 2 + 1d8 + 1d8 ⇒ (7) + 6 + (6) + 2 + (1) + (3) = 25

    Roll Details:

    Combat(Melee) - 1d8+6
    Dragonbane Greatsword - 1d12+2
    Discard - 1d8
    Blessed - 1d8

    Recharge Amulet to reroll a die

    Combat 29(24+5): 7 + 6 + 6 + 2 + 1d8 + 3 ⇒ 7 + 6 + 6 + 2 + (5) + 3 = 29

    AYA Damage: 1d4 ⇒ 4

    Melee 14: 1d8 + 6 + 1d8 ⇒ (2) + 6 + (2) = 10

    Roll Details:

    Melee - 1d8+6
    Blessed - 1d8

    Use Uliah's Blessing of the Lord in Iron

    Use Hero Point
    Melee 14: 1d8 + 6 + 1d8 ⇒ (5) + 6 + (1) = 12

    Sajan wrote:

    HAND: Earthbreaker, Amulet of Furious Fists, Staff of Minor Healing, Exalted, Blessing of Milani

    DISPLAYED:
    Deck: 10 | Discards: 6 | Bury Pile: 0
    Current Location: Heptaric Locus
    Hero Points: 5
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☒+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☒+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☒ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh

    Notes for Uliah: Use Blessing of the Lord in Iron

    Desecrated Vault 1-6 remain // 1=Baykok (Henchman)
    Sajan - Heptaric Locus 2-8 remain
    Zetha - Ravenous Crypts of Gluttony 1-7 remain
    Uliah - Treacherous Cave CLOSED
    Catacombs of Wrath 1-8 remain // Villain is here


  • 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: Mummy, Hill Giant
    Recharge Robe of Runes to add Blazing Servant back into hand
    Move: XX -> YY
    Location Powers: While you are here, your hand size is increased by 2.
    Explore: Warden of Wind
    Binders Tome, Use Blazing Servant w/Treachery Demon (ADN 5)
    Combat 22: 1d10 + 7 + 6 + 1d4 + 1d8 + 5 ⇒ (8) + 7 + 6 + (3) + (6) + 5 = 35
    Defeated
    Banish Mummy to examine location: Scarlet Walker

    Discard Toad to explore:

    Scarlet Walker:

    RotR Monster 6
    Traits: Outsider
    To Defeat: Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits. Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait. Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile. Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

    BYA Check: Banish Hill Giant to use Stealth
    Con 12: 1d10 + 7 ⇒ (7) + 7 = 14
    [ooc]Blessing of Abadar
    Combat 20: 2d10 + 7 + 6 + 1d4 ⇒ (8, 9) + 7 + 6 + (4) = 34
    Defeated

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.
    Recharge Blackwing Librarian to succeed at Recharge of Blazing Servant
    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Warden of Wind, Scarlet Walker
    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: Augury (Core), Binder's Tome, Teleport, Cure (Core), Luckstone, Cauterizing Blade, Blessing of Sivanah, Seamantle, Bound Shadow Demon, Bound Magma Spirit,

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Samisen of Oracular Vision, Good Omen (Core), Scarlet Walker, Bound Imp, Robe of Runes, Treachery Demon, Blazing Servant, Blackwing Librarian,
    Discard Pile: Riftwarden (Core), Blessing of Lamashtu, Toad, Blessing of Iomedae, Blessing of Gozreh, Blessing of Abadar,
    Buried Pile: Mammoth, Ogre, Warlord, Cave Bear, Mummy, Hill Giant,

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) (☐ or 3 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier) ([X] or to examine the top card of any location deck).
    [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: Treat all monsters as if they have the Undead trait and the
    following additional power: “The monster is immune to the
    Mental and Poison traits.”

    Scenario Level (#): 6

    Turn: 12, Uliah/TheChu

    Random Cards:

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

    Spoiler:
    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:
    Scout
    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

    Spoiler:
    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:
    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.

    Barriers
    Spoiler:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

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

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

    Spoiler:
    Disjunction Pulse
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 15
    If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

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

    Spoiler:
    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:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    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:
    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:
    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:
    Sign of Wrath
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Force
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 16 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:
    Greater Bolstering Armor
    RotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
    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:
    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:
    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:
    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.

    Items
    Spoiler:
    Wand of Treasure Finding
    RotR
    Item 5
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Wisdom
    Perception 7
    Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

    Spoiler:
    Belt of Physical Might
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 9
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

    Allies
    Spoiler:
    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.

    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:
    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:
    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:
    Morgiv
    RotR
    Ally 6
    Traits:
    Enshrouded
    To Acquire:
    Charisma
    Diplomacy 13
    Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
    Discard this card to explore your location.

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

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

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

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

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

    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: 18

    Hourglass

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

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

    Desecrated Vault Card 1 (Baykok):
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Desecrated Vault 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.
    Desecrated Vault Card 3:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
    Desecrated Vault 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.
    Desecrated Vault Card 5:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Desecrated Vault Card 6:
    Deathweb
    RotR
    Monster 4
    Traits:
    Undead
    To Defeat:
    Combat 17
    OR Divine 14
    The Deathweb is immune to the Mental and Poison traits.
    Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
    If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

    Location #2: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Sajan/Gimry, None
    Heptaric Locus Card 1:
    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.
    Heptaric Locus Card 2:
    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.
    Heptaric Locus Card 3:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Heptaric Locus Card 4:
    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.
    Heptaric Locus Card 5:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
    Heptaric Locus Card 6:
    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.
    Heptaric Locus Card 7:
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    Ravenous Crypts of Gluttony Card 1:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
    Ravenous Crypts of Gluttony 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.
    Ravenous Crypts of Gluttony Card 3:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ravenous Crypts of Gluttony Card 4:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Ravenous Crypts of Gluttony Card 5:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce 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, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Ravenous Crypts of Gluttony Card 6:
    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 #4: 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 #5: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Villain

    Catacombs of Wrath Card 1:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
    Catacombs of Wrath Card 2:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
    Catacombs of Wrath Card 3:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Catacombs of Wrath Card 4:
    Baykok Lord
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 28
    THEN Combat 28
    The Baykok Lord is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
    After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
    Catacombs of Wrath Card 5:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
    Catacombs of Wrath Card 6:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Catacombs of Wrath Card 7:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    Catacombs of Wrath Card 8:
    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.


    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: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Uliah moves to the Desecrated Vault and explores.

    Baykok:
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 24: 1d6 + 1 + 2 + 1d8 + 2 + 1d4 + 4 + 2 + 1d4 + 1 + 1d8 ⇒ (2) + 1 + 2 + (5) + 2 + (3) + 4 + 2 + (1) + 1 + (2) = 25

    Roll Details:

    Melee: 1d6+1+2
    Wyrmsmite (Reload): 1d8+2+1d4
    Divine Commander Power (+Wis to Weapon): 4
    Miscellaneous: Belt of Physical Might: 2
    Reveal an Ally (Hippogriff Fledgling): 1d4+1
    Undead Bane (adds Magic Trait): 1d8

    Location Power: 1d6 ⇒ 6 = Undead is still defeated

    Attempting to close location
    Auto-succeed the Divine 6
    Location closed

    Display Banner of Ancient Kings on next player's turn (drawn card during hand reset)

    Uliah wrote:

    Hand: Wyrmsmite, Augury, Belt of Physical Might, Hippogriff Fledgling (Level 4), Iomedae's Justice (Level 1),

    Displayed: Banner of the Ancient Kings,
    Deck: 10 Discard: 5 Buried: 0
    Current Location: Desecrated Vault
    Hero Points: 3
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Warpriest Power - When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number (I'll get it back at start of my turn)
    * 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).
    * Wyrmsmite - Recharge to reduce damage to local character by 4
    * 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.
    * Iomedae's Justice (1) - Add 1d12 die to another's check to defeat (can't use for myself)
    * Blessing of the Lord in Iron (3) - Add 1 die to any check, or 2 dice for a Strength Combat check. Recharges if the hour has Gorum trait.
    Movement:
    Move me to any location 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, Major Cure, The Keep (Level 1), Verminbane Warhammer, Deathgrip, Divine Blaze, Flaming Mace, Steal Soul, Horse (Level 1)
    Recharged: Divine Insight,
    Discard Pile: Blessing of Abadar (Level 2), Orison (Level 1), Retriever (Level 1), Camel (Level 1), Blessing of the Lord in Iron (Level 3),
    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:
    - Moved to Desecrated Vault
    - Defeated Card 1 of Desecrated Vault (Baykok)
    - Location closed
    - Displayed Banner of Ancient Kings (on next player's turn)

    Board Status
    Most Recent BR Refresh
    Uliah - Desecrated Vault CLOSED
    Sajan - Heptaric Locus 2-8 remain
    Zetha - Ravenous Crypts of Gluttony 1-7 remain
    Treacherous Cave CLOSED
    Catacombs of Wrath 1-8 remain // Villain is here


    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: Heptaric Locus
    Location Power:The difficulty to defeat banes is increased by 5.
    Adventure Powers:
    Scenario Powers:

  • Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Use Staff of Minor Healing
    Sajan is healed for 1: (Mokmurian's Club). Deck shuffled.

    Wand of Shield:

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

    Auto Fail this

    Discard Exalted to explore again

    Scout:

    RotR
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

    BYA: 1d4 - 1 ⇒ (2) - 1 = 1
    Power Prevents 1 damage

    Melee 19(8+5+6): 1d8 + 6 + 1d12 + 1d8 ⇒ (3) + 6 + (11) + (1) = 21

    Roll Details:

    Melee - 1d8+6
    Earthbreaker - 1d12
    Blessed - 1d8

    Sajan wrote:

    HAND: Earthbreaker, Amulet of Furious Fists, Desna's Freedom, Master of Masters, The Joke

    DISPLAYED:
    Deck: 10 | Discards: 6 | Bury Pile: 0
    Current Location: Heptaric Locus
    Hero Points: 5
    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
    Uliah - Desecrated Vault CLOSED
    Sajan - Heptaric Locus 3-7 remain
    Zetha - Ravenous Crypts of Gluttony 1-7 remain
    Treacherous Cave CLOSED
    Catacombs of Wrath 1-8 remain // Villain is here


  • 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: Stone Giant, Warden of Thunder
    Cure: 1d4 + 1 ⇒ (4) + 1 = 5
    RNG: 1d6 ⇒ 6
    Move: XX -> YY
    Location Powers: While you are here, your hand size is increased by 2.
    Explore: Teleport
    Arcane 12: 1d10 + 3 ⇒ (10) + 3 = 13
    Acquired
    Banish Warden of Thunder to examine location: Baykok
    Cards 1, 2, and 3 are not the blessing. Location shuffled.

    Use Augury and call Blessing

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.
    Augury Arcane 8: 1d10 + 3 ⇒ (3) + 3 = 6
    Zetha resets their hand.
    Discard Both Teleports
    [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: Binder's Tome, Good Omen (Core), Blessing of Lamashtu, Luckstone, Cauterizing Blade, Blessing of Sivanah, Seamantle, Bound Shadow Demon, Bound Magma Spirit, Stone Giant,

    Displayed: Ahtez, Phantom Steed,
    Deck: 11 Discard: 4 Buried: 8
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blazing Servant, Toad, Samisen of Oracular Vision, Bound Imp, Blessing of Gozreh, Scarlet Walker, Riftwarden (Core), Robe of Runes, Blackwing Librarian, Blessing of Iomedae, Treachery Demon
    Recharged:
    Discard Pile: Teleport, Teleport 2, Augury (Core), Blessing of Abadar,
    Buried Pile: Mammoth, Ogre, Warlord, Cave Bear, Mummy, Hill Giant, Warden of Thunder, 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: Treat all monsters as if they have the Undead trait and the
    following additional power: “The monster is immune to the
    Mental and Poison traits.”

    Scenario Level (#): 6

    Turn: 15, Uliah/TheChu

    Random Cards:

    Monsters
    Spoiler:
    Shining Child
    RotR
    Monster 5
    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:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

    Spoiler:
    Scarlet Walker
    RotR
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
    Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
    Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
    Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

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

    Spoiler:
    Elder Earth Elemental
    RotR
    Monster 5
    Traits:
    Elemental
    To Defeat:
    Combat 18
    The Elemental is immune to the Mental and Poison traits.
    If undefeated, put the Elemental on the bottom of the location deck.

    Barriers
    Spoiler:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    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:
    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:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

    Spoiler:
    Stampeding Aurochs
    RotR
    Barrier 6
    Traits:
    Animal
    Skirmish
    To Defeat:
    Dexterity
    Stealth 16
    If undefeated, each character attempts a Dexterity or Acrobatics 13 check. Characters who succeed are dealt 2 Combat damage; characters who fail are dealt 1d6+1 Combat damage.

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

    Spoiler:
    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:
    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:
    Shock Greatsword +2
    RotR
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; 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.

    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:
    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:
    Invoke
    RotR
    Spell 6
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    If you do not have the Divine 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:
    Bewilder
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 14
    Discard this card to evade a monster, placing it on the bottom of the deck. If you are exploring, you may immediately explore again.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding

    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:
    Bolstering Armor
    RotR
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
    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:
    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:
    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:
    Entropy Shield
    RotR
    Armor 6
    Traits:
    Arcane
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Bury this card to defeat a barrier with the Lock trait.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    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:
    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:
    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:
    Ring of Protection
    RotR
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

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

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

    Spoiler:
    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:
    Shaman
    RotR
    Ally 5
    Traits:
    Cleric
    Divine
    Half-Orc
    To Acquire:
    Charisma
    Diplomacy 9
    OR Wisdom
    Divine 7
    Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
    Discard this card to explore your location.

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

    Spoiler:
    Mountaineer
    RotR
    Ally 6
    Traits:
    Hireling
    Human
    To Acquire:
    Wisdom
    Survival 10
    OR Charisma
    Diplomacy 13
    Reveal this card to add 2d8 to a Survival check.
    Recharge this card to reduce damage dealt to your by 3.
    Discard this card to explore your current location.

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

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

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

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

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

    Current Hour:

    Blessing of 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: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Zetha/tcolmaster01
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 4 Sajan/Gimry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 5 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 5 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 7 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 8 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 8 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 9 Uliah/TheChu:
    Spoiler:
    Hourglass Card 9 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 Sajan/Gimry
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 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 14 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 14 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 15 Uliah/TheChu:
    Spoiler:
    Hourglass Card 15 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Desecrated Vault
    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 #2: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Sajan/Gimry, None

    Heptaric Locus Card 1:
    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.
    Heptaric Locus Card 2:
    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.
    Heptaric Locus Card 3:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
    Heptaric Locus Card 4:
    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.
    Heptaric Locus Card 5:
    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.

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    Ravenous Crypts of Gluttony Card 1:
    Invincible Breastplate
    RotR
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Recharge this card to reduce 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, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Ravenous Crypts of Gluttony Card 2:
    Trapped Spellbook
    RotR
    Barrier 5
    Traits:
    Arcane
    Cache
    Trap
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
    Ravenous Crypts of Gluttony Card 3:
    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.
    Ravenous Crypts of Gluttony Card 4:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: 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 #5: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Villain

    Catacombs of Wrath Card 1:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
    Catacombs of Wrath Card 2:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
    Catacombs of Wrath Card 3:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Catacombs of Wrath Card 4:
    Baykok Lord
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 28
    THEN Combat 28
    The Baykok Lord is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
    After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
    Catacombs of Wrath Card 5:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
    Catacombs of Wrath Card 6:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Catacombs of Wrath Card 7:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    Catacombs of Wrath Card 8:
    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.


    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: Desecrated Vault
    Location Power: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    Scenario Powers: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Uliah moves to the Heptaric Locus and explores.

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

    Combat 21 (10+6+5): 1d6 + 1 + 2 + 1d8 + 2 + 1d4 + 4 + 2 + 1d4 + 1 + 1d8 + 1 ⇒ (4) + 1 + 2 + (3) + 2 + (2) + 4 + 2 + (1) + 1 + (7) + 1 = 30

    Roll Details:

    Melee: 1d6+1+2
    Wyrmsmite (Reload): 1d8+2+1d4
    Divine Commander Power (+Wis to Weapon): 4
    Miscellaneous: Belt of Physical Might: 2
    Reveal an Ally: 1d4+1
    Undead Bane (adds Magic Trait): 1d8
    Banner of the Ancient Kings: 1

    Uliah wrote:

    Hand: Wyrmsmite, Augury, Belt of Physical Might, Hippogriff Fledgling (Level 4), Iomedae's Justice (Level 1), The Keep (Level 1),

    Displayed: Banner of the Ancient Kings,
    Deck: 9 Discard: 5 Buried: 0
    Current Location: Heptaric Locus
    Hero Points: 3
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Warpriest Power - When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number (I'll get it back at start of my turn)
    * 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).
    * Wyrmsmite - Recharge to reduce damage to local character by 4
    * 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.
    * Iomedae's Justice (1) - Add 1d12 die to another's check to defeat (can't use for myself)
    * The Keep (1) - Add 1 die to any check, or 2 dice against a barrier or to close
    Movement:
    Move me to any location if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathgrip, Steal Soul, Horse (Level 1), Major Cure, Flaming Mace, Covering Heavy Shield, Divine Blaze, Verminbane Warhammer
    Recharged: Divine Insight,
    Discard Pile: Blessing of Abadar (Level 2), Orison (Level 1), Retriever (Level 1), Camel (Level 1), Blessing of the Lord in Iron (Level 3),
    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:
    - Moved to Heptaric Locus
    - Defeated Card 1 of Heptaric Locus (Mercenary)

    Board Status
    Most Recent BR Refresh
    Desecrated Vault CLOSED
    Sajan, Uliah - Heptaric Locus 2-5 remain
    Zetha - Ravenous Crypts of Gluttony 1-4 remain
    Treacherous Cave CLOSED
    Catacombs of Wrath 1-8 remain // Villain is here


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

    ========================
    Sajan starts his turn.
    Hour: Blessing of Sarenrae
    Hour Power:No effect.
    Location: Heptaric Locus
    Location Power:The difficulty to defeat banes is increased by 5.
    Adventure Powers:
    Scenario Powers:

  • Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    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.

    Fortitude 8: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Use Desna's Freedom to bless

    Discard the Joke to explore again

    Icy Ledge:

    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.

    Dexterity 14: 1d8 + 1 + 1d6 + 1d8 + 1d8 ⇒ (4) + 1 + (2) + (4) + (6) = 17

    Roll Details:

    Dexterity - 1d8+1
    Earthbreaker (Locks) - 1d6
    Double Blessed - 1d8+1d8

    Use Master of Master to bless twice

    Sajan wrote:

    HAND: Breastplate of Fire Resistance, Amulet of Furious Fists, Staff of Minor Healing, Gorum's Iron, Our Lord in Iron

    DISPLAYED:
    Deck: 9 | Discards: 7 | Bury Pile: 0
    Current Location: Heptaric Locus
    Hero Points: 5
    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
    Desecrated Vault CLOSED
    Sajan, Uliah - Heptaric Locus 4-5 remain
    Zetha - Ravenous Crypts of Gluttony 1-4 remain
    Treacherous Cave CLOSED
    Catacombs of Wrath 1-8 remain // Villain is here


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

    Out of Turn Updates: None

    Turn - Hour:Blessing of Calistria
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Warlord 2, Skull Ripper
    Move: XX -> YY
    Location Powers: While you are here, your hand size is increased by 2.
    Explore: Invincible Breastplate
    Banish Warlord to use Stealth.

    Con 11: 1d10 + 7 ⇒ (4) + 7 = 11
    Acquired
    Banish Skull Ripper to examine: Trapped Spellbook
    Discard Blessing of Lamashtu to explore:

    Trapped Spellbook:

    RotR Barrier 5
    Traits: Arcane Cache Trap
    To Defeat: Intelligence Arcane Wisdom Divine 15
    If defeated, add 1d4 random spells from the box to your hand. If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Blessing of Sivanah[/b]
    Int 15: 3d8 ⇒ (6, 6, 3) = 15
    Spells acquired: 1d4 ⇒ 3
    RNG Spells 1,2, and 3 added to hand

    [ooc]Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.
    Discard Stone Giant, Toxic Cloud
    [u]Summary[/u]
    Acquired: Invincible Breastplate
    Banished: Trapped Spellbook
    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: Invincible Breastplate, Binder's Tome, Good Omen (Core), Enfeeble, Luckstone, Cauterizing Blade, Invoke, Seamantle, Bound Shadow Demon, Bound Magma Spirit,

    Displayed: Ahtez, Phantom Steed,
    Deck: 9 Discard: 8 Buried: 2
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Iomedae, Robe of Runes, Toad, Blazing Servant, Blackwing Librarian, Samisen of Oracular Vision, Blessing of Gozreh, Riftwarden (Core), Bound Imp
    Recharged:
    Discard Pile: Teleport, Teleport 2, Augury (Core), Blessing of Lamashtu, Blessing of Sivanah, Blessing of Abadar, Stone Giant, Toxic Cloud,
    Buried Pile: Skull Ripper, 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: Treat all monsters as if they have the Undead trait and the
    following additional power: “The monster is immune to the
    Mental and Poison traits.”

    Scenario Level (#): 6

    Turn: 18, Uliah/TheChu

    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:
    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:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards 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.

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

    Barriers
    Spoiler:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

    Spoiler:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    Spoiler:
    Corroded Lock
    RotR
    Barrier 6
    Traits:
    Lock
    To Defeat:
    Dexterity
    Disable 15
    OR Combat 30
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Spoiler:
    Icy Ledge
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Disable 14
    OR Wisdom
    Survival 16
    If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.

    Spoiler:
    Crushing Door
    RotR
    Barrier 5
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 13
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

    Weapons
    Spoiler:
    Venomous Heavy Crossbow +2
    RotR
    Weapon 5
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    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:
    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.

    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.

    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:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Blizzard
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
    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:
    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:
    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:
    Entropy Shield
    RotR
    Armor 6
    Traits:
    Arcane
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Bury this card to defeat a barrier with the Lock trait.
    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:
    Fortress Shield
    RotR
    Armor 6
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 9
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Greater Bolstering Armor
    RotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
    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:
    Bolstering Armor
    RotR
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
    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.

    Items
    Spoiler:
    Ring of Energy Resistance
    RotR
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

    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:
    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:
    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:
    Wand of Treasure Finding
    RotR
    Item 5
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Wisdom
    Perception 7
    Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Allies
    Spoiler:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.

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

    Spoiler:
    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:
    Shaman
    RotR
    Ally 5
    Traits:
    Cleric
    Divine
    Half-Orc
    To Acquire:
    Charisma
    Diplomacy 9
    OR Wisdom
    Divine 7
    Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
    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 Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

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

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

    Current Hour:

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

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 2 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 2 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 3 Uliah/TheChu:
    Spoiler:
    Hourglass Card 3 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 8 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 9 Uliah/TheChu:
    Spoiler:
    Hourglass Card 9 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 10 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 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 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Location #2: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Uliah/TheChu, Sajan/Gimry, None

    Heptaric Locus Card 1:
    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.
    Heptaric Locus Card 2:
    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.

    Location #3: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    Ravenous Crypts of Gluttony Card 1:
    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.
    Ravenous Crypts of Gluttony Card 2:
    Baykok
    SoRu
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 24
    The Baykok is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
    After you act, the Baykok deals 1d4 Ranged Combat damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: 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 #5: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Villain

    Catacombs of Wrath Card 1:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
    Catacombs of Wrath Card 2:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
    Catacombs of Wrath Card 3:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Catacombs of Wrath Card 4:
    Baykok Lord
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 28
    THEN Combat 28
    The Baykok Lord is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
    After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
    Catacombs of Wrath Card 5:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
    Catacombs of Wrath Card 6:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Catacombs of Wrath Card 7:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    Catacombs of Wrath Card 8:
    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.


    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: Heptaric Locus
    Location Power: The difficulty to defeat banes is increased by 5.
    Scenario Powers: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    End of Move: Recharging Divine card (Augury) to allow (Uliah) to recharge a random card from their discards = Orison

    Uliah explores the Heptaric Locus.

    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.

    Auto-acquire, then discarding to explore again

    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.

    Constitution 7: 1d6 + 2 ⇒ (3) + 2 = 5

    Roll Details:

    Constitution: 1d6
    Miscellaneous: Belt of Physical Might: 2

    Attempting to close

    Melee 14: 1d6 + 1 + 2 + 2 + 1d6 ⇒ (1) + 1 + 2 + 2 + (4) = 10

    Roll Details:

    Melee: 1d6+1+2
    Miscellaneous: Belt of Physical Might: 2
    Bless (The Keep): 1d6

    Using a Hero Point, 2 remaining
    Melee 14: 1d6 + 1 + 2 + 2 + 1d6 ⇒ (5) + 1 + 2 + 2 + (3) = 13

    Ugh...

    Uliah wrote:

    Hand: Wyrmsmite, Steal Soul, Divine Blaze, Belt of Physical Might, Hippogriff Fledgling (Level 4), Iomedae's Justice (Level 1),

    Displayed: Banner of the Ancient Kings,
    Deck: 9 Discard: 6 Buried: 0
    Current Location: Heptaric Locus
    Hero Points: 2
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Warpriest Power - When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number (I'll get it back at start of my turn)
    * 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).
    * Wyrmsmite - Recharge to reduce damage to local character by 4
    * Iomedae's Justice (1) - Add 1d12 die to another's check to defeat (can't use for myself)
    Movement:
    Move me to any location if necessary.
    Other:
    I, Uliah, will help you carve a path through the darkness.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Verminbane Warhammer, Flaming Mace, Deathgrip, Covering Heavy Shield, Horse (Level 1), Major Cure
    Recharged: Divine Insight, Augury, Orison (Level 1),
    Discard Pile: Blessing of Abadar (Level 2), Retriever (Level 1), Camel (Level 1), Blessing of the Lord in Iron (Level 3), Blessing of Sarenrae, The Keep (Level 1),
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (☑ or an ally) to add 1d4 (☑ +1)(□+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:
    - Acquired Card 1 of Heptaric Locus (Blessing of Sarenrae)
    - Failed to acquire Card 2 (Hide Armor of Fire Resistance)
    - Spent Hero Point (2 remaining)
    - Discarded Blessing of Sarenrae, The Keep
    - Recharged Augury, Orison

    Board Status
    Most Recent BR Refresh
    Desecrated Vault CLOSED
    Sajan, Uliah - Heptaric Locus
    Zetha - Ravenous Crypts of Gluttony 1-2 remain
    Treacherous Cave CLOSED
    Catacombs of Wrath 1-8 remain // Villain is here


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

    ========================
    Sajan starts his turn.
    Hour: Blessing of Lamashtu
    Hour Power:No effect.
    Location: Heptaric Locus
    Location Power:The difficulty to defeat banes is increased by 5.
    Adventure Powers:
    Scenario Powers:

  • Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    [oos]Use Staff of Minor Healing[/ooc]
    Sajan is healed for 1: (Hellknight of the Nail). Deck shuffled.

    Attempt to close
    Melee 14: 1d8 + 6 + 1d8 + 4 ⇒ (3) + 6 + (8) + 4 = 21

    Roll Details:

    Melee - 1d8+6
    Blessed - 1d8
    Uliahs Aid - 4

    Recharge Our Lord in Iron to bless
    Have Uliah display their Hippogriff for +4

    Sajan wrote:

    HAND: Mokmurian's Club, Breastplate of Fire Resistance, Amulet of Furious Fists, Blessing of Gorum, Gorum's Iron

    DISPLAYED:
    Deck: 10 | Discards: 6 | Bury Pile: 0
    Current Location: Heptaric Locus
    Hero Points: 5
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☒+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☒+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☒ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh

    Notes for Uliah: Displayed Hippogriff Fledgling

    Desecrated Vault CLOSED
    Sajan, Uliah - Heptaric Locus CLOSED
    Zetha - Ravenous Crypts of Gluttony 1-2 remain
    Treacherous Cave CLOSED
    Catacombs of Wrath 1-8 remain // Villain is here


  • 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 Pharasma
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Troll, Skulking Vampire
    Move: XX -> YY
    Location Powers: While you are here, your hand size is increased by 2.
    Explore: Blessing of Lamashtu
    Banish Troll to use Stealth to Auto Acquire.

    Discard Blessing of Lamashtu to explore:

    Baykok:

    SoRu Henchman 6
    Type: Monster
    Traits: Undead
    To Defeat: Combat 24
    The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

    BYA Not Applicable (solo)
    Ahtez. Bound Magma Spirit, Iomadae's Justice, Display Seamantle
    Combat 24: 1d12 + 1d10 + 7 + 6 + 2d4 ⇒ (1) + (2) + 7 + 6 + (2, 3) = 21
    Recharge Bound Shadow Demon to reroll
    Combat 24: 1d12 + 1d10 + 7 + 6 + 2d4 ⇒ (3) + (3) + 7 + 6 + (3, 2) = 24

    Close Check: Wis/Survival 12
    Banish Skulking Vampire to use Stealth
    Stealth 12: 1d10 + 7 ⇒ (10) + 7 = 17
    WPC: No Effect

    Zetha attempts to recover all cards in their Recovery pile.
    Bound Magma Spirit Arcane 6: 1d10 + 1d4 + 3 ⇒ (10) + (3) + 3 = 16
    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Blessing of Lamashtu
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Uliah - Iomadae's Justice
    Actions needed by other Player(s): None

    "

    Zetha wrote:

    Hand: Invincible Breastplate, Binder's Tome, Good Omen (Core), Enfeeble, Luckstone, Cauterizing Blade, Invoke, Samisen of Oracular Vision, Robe of Runes, Blackwing Librarian,

    Displayed: Ahtez, Phantom Steed, Seamantle,
    Deck: 8 Discard: 9 Buried: 4
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blazing Servant, Blessing of Gozreh, Bound Imp, Riftwarden (Core), Toad, Blessing of Iomedae
    Recharged: Bound Shadow Demon, Bound Magma Spirit,
    Discard Pile: Teleport, Teleport 2, Augury (Core), Blessing of Lamashtu, Blessing of Sivanah, Blessing of Abadar, Stone Giant, Toxic Cloud, Blessing of Lamashtu 2,
    Buried Pile: Skull Ripper, Troll, Skulking Vampire, 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: Treat all monsters as if they have the Undead trait and the
    following additional power: “The monster is immune to the
    Mental and Poison traits.”

    Scenario Level (#): 6

    Turn: 21, 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:
    Shining Child
    RotR
    Monster 5
    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:
    Skulking Vampire
    RotR
    Monster 6
    Traits:
    Rogue
    Undead
    Vampire
    To Defeat:
    Combat 22
    The Skulking Vampire is immune to the Mental and Poison traits.
    Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
    If undefeated, bury 2 random cards from your discard pile.

    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:
    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.

    Barriers
    Spoiler:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

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

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

    Spoiler:
    Disjunction Pulse
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 15
    If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

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

    Spoiler:
    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:
    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:
    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:
    Sign of Wrath
    RotR
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Force
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 16 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:
    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 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:
    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:
    Bolstering Armor
    RotR
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
    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:
    Greater Bolstering Armor
    RotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
    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:
    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:
    Headband of Epic Intelligence
    RotR
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence 7
    Reveal this card to add 2 to an Intelligence check. You may use another item 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:
    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:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Allies
    Spoiler:
    Elven Sharpshooter
    RotR
    Ally 5
    Traits:
    Elf
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Dexterity
    Ranged 12
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.

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

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

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

    Spoiler:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 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: 9

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 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 2 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 2 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 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 Sajan/Gimry:
    Spoiler:
    Hourglass Card 4 Sajan/Gimry
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 5 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 6 Uliah/TheChu:
    Spoiler:
    Hourglass Card 6 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 7 Sajan/Gimry:
    Spoiler:
    Hourglass Card 7 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 8 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 8 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 9 Uliah/TheChu:
    Spoiler:
    Hourglass Card 9 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Location #2: Heptaric Locus
    Closed
    When Permanently Closed: The difficulty to defeat banes is increased by 5.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Uliah/TheChu, Sajan/Gimry, None

    Location #3: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, None

    Location #4: 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 #5: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Villain

    Catacombs of Wrath Card 1:
    Avalanche
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
    Catacombs of Wrath Card 2:
    Flaming Mace +1
    RotR
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
    Catacombs of Wrath Card 3:
    Succubus
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 17
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
    Catacombs of Wrath Card 4:
    Baykok Lord
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 28
    THEN Combat 28
    The Baykok Lord is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
    After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
    Catacombs of Wrath Card 5:
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
    Catacombs of Wrath Card 6:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Catacombs of Wrath Card 7:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    Catacombs of Wrath Card 8:
    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.


    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: Heptaric Locus
    Location Power: The difficulty to defeat banes is increased by 5.
    Scenario Powers: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Uliah moves to the Catacombs of Wrath and explores.

    Avalanche:
    RotR
    Barrier 6
    Traits:
    Cold
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 16
    When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

    Ask Sajan for his Gorum's Iron

    Wisdom 16: 1d10 + 4 + 1d10 ⇒ (1) + 4 + (9) = 14

    Roll Details:

    Wisdom: 1d10+4
    Bless (Gorum's Iron): 1d10

    Hero point that, 1 remaining
    Wisdom 16: 1d10 + 4 + 1d10 ⇒ (7) + 4 + (6) = 17

    Recharging Wyrmsmite to reduce damage to 0

    Uliah wrote:

    Hand: Deathgrip, Steal Soul, Divine Blaze, Belt of Physical Might, Hippogriff Fledgling (Level 4), Horse (Level 1),

    Displayed: Banner of the Ancient Kings,
    Deck: 8 Discard: 7 Buried: 0
    Current Location: Catacombs of Wrath
    Hero Points: 1
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Warpriest Power - When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number (I'll get it back at start of my turn)
    * Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).
    Movement:
    Move me to any location 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, Major Cure, Flaming Mace, Verminbane Warhammer
    Recharged: Divine Insight, Augury, Orison (Level 1), Wyrmsmite,
    Discard Pile: Blessing of Abadar (Level 2), Retriever (Level 1), Camel (Level 1), Blessing of the Lord in Iron (Level 3), Blessing of Sarenrae, The Keep (Level 1), Iomedae's Justice (Level 1),
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (☑ or an ally) to add 1d4 (☑ +1)(□+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 Catacombs of Wrath
    - Defeated Card 1 of Catacombs of Wrath (Avalanche)
    - Used Sajan's Gorum's Iron
    - Spent Hero Point (1 remaining)
    - Recharged Wyrmsmite

    Board Status
    Most Recent BR Refresh
    Desecrated Vault CLOSED
    Sajan - Heptaric Locus CLOSED
    Zetha - Ravenous Crypts of Gluttony CLOSED
    Treacherous Cave CLOSED
    Uliah - Catacombs of Wrath 2-8 remain // Villain is here


    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: Heptaric Locus
    Location Power:The difficulty to defeat banes is increased by 5.
    Adventure Powers:
    Scenario Powers:

  • Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Move to Catacombs of Wrath

    Flaming Mace +1:

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

    Melee 11: 1d8 + 6 ⇒ (4) + 6 = 10

    Roll Details:

    Melee - 1d8+6

    Sajan wrote:

    HAND: Mokmurian's Club, Breastplate of Fire Resistance, Amulet of Furious Fists, Hellknight of the Nail, Blessing of Gorum

    DISPLAYED:
    Deck: 9 | Discards: 7 | Bury Pile: 0
    Current Location: Catacombs of Wrath
    Hero Points: 5
    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
    Desecrated Vault CLOSED
    Heptaric Locus CLOSED
    Zetha - Ravenous Crypts of Gluttony CLOSED
    Treacherous Cave CLOSED
    Uliah, Sajan - Catacombs of Wrath 3-8 remain // Villain is here


  • 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: Enchanter, Gamigin
    Move: Catacombs of Wrath
    Location Powers: You may attempt a Wisdom or Perception 7 check to evade a monster.
    Explore: Succubus
    BYA Not Applicable
    Combat 17: 1d10 + 7 + 6 + 1d4 ⇒ (8) + 7 + 6 + (3) = 24
    Defeated
    Recharge Samisen of Oracular Vision to examine next 3 cards:
    Baykok Lord
    Frost Worm
    Wyvern

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.
    Discard the 3 spells in hand (Good Omen, Enfeeble, Invoke)
    [u]Summary[/u]
    Acquired: None
    Banished: Succubus
    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: Invincible Breastplate, Binder's Tome, Luckstone, Cauterizing Blade, Robe of Runes, Blackwing Librarian, Enchanter, Gamigin,

    Displayed: Ahtez, Phantom Steed, Seamantle,
    Deck: 9 Discard: 12 Buried: 4
    Hero Points: 3
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blazing Servant, Riftwarden (Core), Bound Imp, Toad, Blessing of Gozreh, Blessing of Iomedae
    Recharged: Bound Shadow Demon, Bound Magma Spirit, Samisen of Oracular Vision,
    Discard Pile: Teleport, Teleport 2, Augury (Core), Blessing of Lamashtu, Blessing of Sivanah, Blessing of Abadar, Stone Giant, Toxic Cloud, Blessing of Lamashtu 2, Good Omen (Core), Enfeeble, Invoke,
    Buried Pile: Skull Ripper, Troll, Skulking Vampire, 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: Treat all monsters as if they have the Undead trait and the
    following additional power: “The monster is immune to the
    Mental and Poison traits.”

    Scenario Level (#): 6

    Turn: 24, 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:
    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:
    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:
    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:
    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.

    Barriers
    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:
    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:
    Corroded Lock
    RotR
    Barrier 6
    Traits:
    Lock
    To Defeat:
    Dexterity
    Disable 15
    OR Combat 30
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Spoiler:
    Necromantic Deathtrap
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable
    Arcane 14
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

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

    Weapons
    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:
    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:
    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:
    Flaming Icy Axe +1
    RotR
    Weapon 6
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Force Sling +3
    RotR
    Weapon 6
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.

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

    Spoiler:
    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:
    Corrosive Storm
    RotR
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
    Succeed at an Arcane 14 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.

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

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

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

    Spoiler:
    Winged Shield
    RotR
    Armor 5
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 10
    If you played a weapon with the 2-handed trait on this check, you may not play this card.
    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.
    Discard this card to move to another location at the end of your turn.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Fortress Shield
    RotR
    Armor 6
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 9
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Wand of Treasure Finding
    RotR
    Item 5
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Wisdom
    Perception 7
    Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

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

    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:
    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:
    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:
    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:
    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.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 6

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Zetha/tcolmaster01
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Uliah/TheChu:
    Spoiler:
    Hourglass Card 3 Uliah/TheChu
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 4 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 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 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.

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

    Location #2: Heptaric Locus
    Closed
    When Permanently Closed: The difficulty to defeat banes is increased by 5.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Ravenous Crypts of Gluttony
    Closed
    When Permanently Closed: While you are here, your hand size is increased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: 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 #5: Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 4 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, Uliah/TheChu, Sajan/Gimry, Villain

    Catacombs of Wrath Card 1 (Baykok Lord):
    Baykok Lord
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 28
    THEN Combat 28
    The Baykok Lord is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
    After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
    Catacombs of Wrath Card 2 (Frost Worm):
    Frost Worm
    RotR
    Monster 6
    Traits:
    Worm
    To Defeat:
    Combat 21
    The Frost Worm is immune to the Cold trait.
    Add 1 die to checks to defeat the Frost Worm with the Fire trait.
    If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
    If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
    Catacombs of Wrath Card 3 (Wyvern):
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Catacombs of Wrath Card 4:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    Catacombs of Wrath Card 5:
    Myriana
    RotR
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.


    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: Catacombs of Wrath
    Location Power: You may attempt a Wisdom or Perception 7 check to evade a monster.
    Scenario Powers: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

    Uliah explores the Catacombs of Wrath.

    Baykok Lord:
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 28
    THEN Combat 28
    The Baykok Lord is immune to the Mental and Poison traits.
    Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
    After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.

    Auto-fail the Dex/Acro 12 check
    BYA Ranged Combat Damage: 1d4 ⇒ 1
    Sajan reduces that to 0

    Combat 28: 1d10 + 4 + 3 + 4d8 + 1 + 1d8 + 1d4 + 1 ⇒ (10) + 4 + 3 + (2, 3, 3, 1) + 1 + (3) + (1) + 1 = 32

    Roll Details:

    Divine: 1d10+4+3
    Divine Blaze (vs. Undead): 4d8
    Banner of the Ancient Kings: 1
    Undead Bane (adds Magic Trait): 1d8
    Reveal an Ally (Horse): 1d4+1

    Combat 28: 1d10 + 4 + 3 + 2d8 + 1 + 1d8 + 1d4 + 1 ⇒ (4) + 4 + 3 + (8, 6) + 1 + (2) + (3) + 1 = 32

    Roll Details:

    Divine: 1d10+4+3
    Deathgrip: 2d8
    Banner of the Ancient Kings: 1
    Undead Bane (adds Magic Trait): 1d8
    Reveal an Ally (Horse): 1d4+1

    Deathgrip ignores AYA powers
    We win!


    Development:
    As the corpses slough to the floor, Mayala elicits a groan of
    dread. “It must be true,” she whispers, all color gone from
    her face.
    “The old tomes said that Alaznist created this place with
    information from Zutha’s traitor servants. She supposedly used
    it to research extending her own life with necromancy, the way
    Zutha did—but we never thought there’d still be anything here.
    And that means…”
    Mayala unsheathes her blade, her jaw set with determination.
    “We can’t let them get Brynne!”
    As Mayala bravely dashes forward, you scramble to follow.
    There’s no way Mayala should face more horrors alone!

    Rewards
    ach character chooses weapon, spell, or item and adds a card of that type that has an adventure deck number of 5 or 6 from the game box to the cards acquired during this scenario. (RNG 1-3 #5, 4-6 #6)

    Adventure Card Guild characters may choose a bonus deck upgrade.
    nvincible Breastplate (Armor 5)
    Breastplate of Fire Resistance (Armor 4)
    Blessing of Gozreh (Blessing 4)
    Blessing of Lamashtu (Blessing 1)
    Blessing of Sarenrae (Blessing B)
    Luckstone (Item B)
    Chime of Unlocking (Item 2)
    Belt of Physical Might (Item 6)
    Invoke (Spell 6)
    Teleport (Spell 4)
    Toxic Cloud (Spell 2)
    Teleport (Spell 4)
    Enfeeble (Spell 1)


    2-6B: FEAST OF FAMINE

    s you dash into the Gravevault’s gloom beyond, Mayala
    stays one step ahead of you. The path narrows, and along
    the walls loom rows and rows of ossuaries, the bones in
    them brittle and dusty with age. The acrid smell of undeath stings
    your nostrils, but it doesn’t seem to faze Mayala.
    You stop to catch your breath, and Mayala pauses to look back.
    “I thank you for your help, friend. And I don’t mean to push.
    But Brynne may not have much time.”
    The quizzical expression on your face prompts her to elaborate.
    “If what I’ve read is correct, this facility was more than just
    a place for Alaznist to dabble in Zutha’s magic. It was a place
    to replicate it. Brynne and I always suspected that maybe her
    ancestor turned over the details of Zutha’s Gluttonous Tome—
    his phylactery, I guess, that housed his soul.
    “Legend goes that Zutha split it into three books, and that if
    those three books ever reunite, Zutha could return in the flesh. If
    Alaznist tried to copy that magic—if she was trying to find a way
    to create her own tome to store her soul—then who knows what
    could be in this vault. I can’t let my wife face that alone!”
    It’s hard to argue with Mayala’s logic or with her resolve. Your
    stomach rumbling strangely with a growing hunger, you press
    the journey anew.
    Just as you become ravenous, you see a mighty table with a
    heaping feast standing in an open chamber. Exotic fruits, fragrant
    meats, and goblets of spiced wine overflow. Salivating, you rush
    forward to partake, even as you hear inhuman moans coming
    from underneath the food.
    You’ve almost grabbed the first handful of food when you hear
    Mayala call out, “Don’t eat that feast! It’s gotta be a trap!”


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

    During This Scenario:

    Additional Rules: When you acquire a boon, bury a card.

    To win the scenario, close all locations.

    Scenario Level (#): 6

    Turn: 0, Uliah/TheChu

    Random Cards:

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

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

    Spoiler:
    Mummy
    RotR
    Monster 5
    Traits:
    Mummy
    Undead
    To Defeat:
    Combat 21
    The Mummy is immune to the Cold and Poison traits.
    Add 1d8 to attempts to defeat the Mummy with the Fire trait.
    If undefeated, after the encounter, bury your discard pile.

    Spoiler:
    Warden of Wind
    RotR
    Monster 6
    Traits:
    Giant
    To Defeat:
    Combat 22
    Damage dealt by the Warden of Wind is dealt to each character at this location.

    Barriers
    Spoiler:
    Disjunction Pulse
    RotR
    Barrier 5
    Traits:
    Arcane
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 15
    If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

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

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

    Spoiler:
    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:
    Occluding Field
    RotR
    Barrier 6
    Traits:
    Arcane
    Magic
    Obstacle
    To Defeat:
    Constitution
    Fortitude 15
    Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
    If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

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

    Spoiler:
    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:
    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:
    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:
    Shock Greatsword +2
    RotR
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; 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.

    Spells
    Spoiler:
    Raise Dead
    RotR
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 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:
    Corrosive Storm
    RotR
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

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

    Armors
    Spoiler:
    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:
    Greater Bolstering Armor
    RotR
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
    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:
    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:
    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:
    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:
    Cloak of Elvenkind
    RotR
    Item 2
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 5
    Reveal this card to add 1d6 to your Stealth check.
    Recharge this card to succeed at your Stealth check.

    Spoiler:
    Potion of 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:
    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:
    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.

    Allies
    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:
    Pyromaniac Mage
    RotR
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Arcane 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    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:
    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:
    Vale Temros
    RotR
    Ally 3
    Traits:
    Human
    Ranger
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of 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 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.

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

    Location #1: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #2: Ravenous Crypts of Gluttony
    At This Location: While you are here, your hand size is increased by 2.
    When Closing: Succeed at a Wisdom or Survival 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #3: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 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: Vault of Greed
    At This Location: If you acquire an item, banish another item from your hand, if you have one.
    When Closing: Succeed at a Wisdom or Perception 12 check.
    When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type in your hand.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None


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

    Uliah starts at the Glassworks.

    Uliah wrote:

    Hand: Verminbane Warhammer, Major Cure, Steal Soul, Retriever (Level 1), Hippogriff Fledgling (Level 4),

    Displayed: Banner of the Ancient Kings,
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Glassworks
    Hero Points: 1
    Paizo Reroll 1 Die Used: Yes
    NOTES:
    Available Support: Saving for myself - None
    * Warpriest Power - When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number (I'll get it back at start of my turn)
    * 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).
    * Major Cure - Heal local character 1d4+1 cards, I heal 1
    Movement:
    Move me to any location 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, Divine Blaze, Iomedae's Justice (Level 1), Camel (Level 1), Deathgrip, Wyrmsmite, Horse (Level 1), Banudor, Divine Insight, The Keep (Level 1), Blessing of Abadar (Level 2), Augury, Blessing of the Lord in Iron (Level 3), Orison (Level 1)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (☑ or an ally) to add 1d4 (☑ +1)(□+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: ☑

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    Community / Forums / Online Campaigns / Play-by-Post / [PFSACG] The Complete Adventure Gameplay All Messageboards

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    Man, it sucks that Paizo is ending PFSACG. However, there is still a ton of content out there that has been released over the years. I am looking for 3 more ACG adventurers to travel the entire release from Season 0 up to Year 7. Yep, I am looking for a few adventurers to join me on a very long, and (hopefully) very enjoyable sendoff to a wonderful game system. As this is expected to take quite some time (5 Seasons and 2 Years worth of content) please allow me to make my guidelines and expectations clear.

    1. While real life happens, as this is a super long term adventure, the intent is for players to post once a day Monday - Friday. Weekends, if you are able to post feel free, but there are no obligations for doing so.
    2. As this is a long term adventure, if a player is going to be gone for an extended period of time (like for a Vacation), please let the group know. Also, for major holiday events (like Christmastime) the group will be on a weekend style obligation so players can be with their families and not worry about posting if they are unable to do so.
    3. This will be a legal ACG group for deck construction and rules.
    4. As this is a co-op game, offering suggestions to players is absolutely ok. However, telling players what to do or being disrespectful isn't ok by any means. Most especially when it comes to how to play their character. With a multitude of cards, powers, and abilities a player can play a character many times and come up with a different way each time.
    Most Importantly
    5. Please only consider signing up if you plan and intend on playing through the entire ACG library journey.

    New players welcome! Discord Required! Post if interested!


    Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    I would definitely be interested!


    Hello! I'd be interested. :)


    I'm interested too!


    Gimry, The Chu, and Abraham Z, You were the first to respond, you are in!

    Community / Forums / Online Campaigns / Recruitment / [PFSACG]The Complete Adventure All Messageboards

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