[PFSACG]The Complete Adventure

Game Master TColMaster

Digital Chronicle Sheets

Shared Hand Tracker

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

Mythic Charges:

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

S&S Ship Rules:

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

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

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

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

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

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

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

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

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


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

Starting: Rusty Dragon

"

Zetha wrote:

Hand: Blazing Servant, Robe of Runes, Blessing of Sivanah, Good Omen (Core), Bound Shadow Demon, Binder's Tome, Phantom Steed, Toad,

Displayed: Ahtez,
Deck: 13 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): Riftwarden (Core), Wings of Vengeance, Bound Magma Spirit, Blessing of Lamashtu, Samisen of Oracular Vision, Blessing of Nethys, Bound Imp, Blessing of Abadar, Cauterizing Blade, Augury (Core), Seamantle, Cure (Core), Blackwing Librarian
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 Glassworks

Sajan wrote:

HAND: Earthbreaker, Ascetic's Belt, Naval Hero, Blessing of Gorum, The Joke

DISPLAYED:
Deck: 16 | Discards: 0 | Bury Pile: 0
Current Location: Glassworks
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


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: 1, Sajan/Gimry

Random Cards:

Monsters
Spoiler:
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.

Spoiler:
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.

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

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

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.

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

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

Spoiler:
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:
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.

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

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

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

Spoiler:
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.

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

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

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

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

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

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

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: 29

Hourglass

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

Apothecary Card 1:
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.
Apothecary Card 2:
Wyvern
RotR
Monster 4
Traits:
Dragon
To Defeat:
Combat 16
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
Apothecary Card 3:
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.
Apothecary Card 4:
Cannibal Haunt
RotR
Henchman 6
Type: Monster
Traits:
Dwarf
Undead
To Defeat:
None
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Apothecary Card 5:
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.
Apothecary Card 6:
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.
Apothecary Card 7:
Lightning Bolt
RotR
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Apothecary Card 8:
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.
Apothecary Card 9:
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.
Apothecary Card 10:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #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
Ravenous Crypts of Gluttony Card 1:
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.
Ravenous Crypts of Gluttony Card 2:
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.
Ravenous Crypts of Gluttony Card 3:
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Ravenous Crypts of Gluttony Card 4:
Cannibal Haunt
RotR
Henchman 6
Type: Monster
Traits:
Dwarf
Undead
To Defeat:
None
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Ravenous Crypts of Gluttony Card 5:
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.
Ravenous Crypts of Gluttony Card 6:
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.
Ravenous Crypts of Gluttony Card 7:
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.
Ravenous Crypts of Gluttony Card 8:
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.

Ravenous Crypts of Gluttony Card 9:
Shemhazian Demon
RotR
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 23
The Shemhazian Demon is immune to the Electricity and Poison traits.
Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
If undefeated, reset your hand and end your turn.
Ravenous Crypts of Gluttony Card 10:
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.

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: Zetha/tcolmaster01, None
The Rusty Dragon Card 1:
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.
The Rusty Dragon Card 2:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
The Rusty Dragon Card 3:
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.
The Rusty Dragon 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.
The Rusty Dragon Card 5:
Sacred Killer
RotR
Ally 5
Traits:
Half-Orc
Rogue
To Acquire:
Dexterity
Stealth 11
OR Charisma
Diplomacy 13
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
The Rusty Dragon Card 6:
Cannibal Haunt
RotR
Henchman 6
Type: Monster
Traits:
Dwarf
Undead
To Defeat:
None
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
The Rusty Dragon Card 7:
Mirror Image
RotR
Spell B
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
The Rusty Dragon Card 8:
Svevenka
RotR
Ally 6
Traits:
Druid
Nymph
To Acquire:
Charisma
Diplomacy
Wisdom
Survival 12
Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
The Rusty Dragon Card 9:
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.
The Rusty Dragon Card 10:
Sneak
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Location #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: Uliah/TheChu, Sajan/Gimry, None
Glassworks Card 1:
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.
Glassworks Card 2:
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.
Glassworks Card 3:
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.
Glassworks Card 4:
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.
Glassworks Card 5:
Cannibal Haunt
RotR
Henchman 6
Type: Monster
Traits:
Dwarf
Undead
To Defeat:
None
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Glassworks Card 6:
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.
Glassworks Card 7:
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.
Glassworks Card 8:
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.
Glassworks Card 9:
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.
Glassworks Card 10:
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.

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
Vault of Greed Card 1:
Frost Longbow +1
RotR
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
Vault of Greed 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.
Vault of Greed Card 3:
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
Vault of Greed Card 4:
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.
Vault of Greed Card 5:
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.
Vault of Greed Card 6:
Ogrekin
RotR
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
Vault of Greed Card 7:
Holy Candle
RotR
Item B
Traits:
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Vault of Greed Card 8:
Cannibal Haunt
RotR
Henchman 6
Type: Monster
Traits:
Dwarf
Undead
To Defeat:
None
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Vault of Greed Card 9:
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.
Vault of Greed Card 10:
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.


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 Abadar
Hour Power:No effect.
Location: Glassworks
Location Power:If you fail a check, discard the top card of your deck.
Adventure Powers:
Scenario Powers:

  • When you acquire a boon, bury a card.

    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.

    Charisma 6: 1d6 ⇒ 1

    Roll Details:

    Charisma - 1d6

    Discard Gorums Iron for location power

    Discard Naval Hero to explore again

    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.

    Auto Fail this
    Discard Desna's Freedom for location power

    Sajan wrote:

    HAND: Earthbreaker, Ascetic's Belt, Ring of Energy Resistance, Blessing of Gorum, The Joke

    DISPLAYED:
    Deck: 13 | Discards: 3 | Bury Pile: 0
    Current Location: Glassworks
    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
    * 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).

    Apothecary 1-10 remain
    Ravenous Crypts of Gluttony 1-10 remain
    Zetha - The Rusty Dragon 1-10 remain
    Uliah, Sajan - Glassworks 3-10 remain
    Vault of Greed 1-10 remain


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of Lamashtu
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Hidden Beast, Shadow
    Display Phantom Steed
    Move: XX -> YY
    Location Powers: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    Explore: Boots of Teleportation
    Stealth 9: 1d10 + 7 ⇒ (8) + 7 = 15
    Acquired
    Location Power: Bury the Boots.

    Banish Shadow to examine top card of my location: Mercenary

    Discard Toad to explore:

    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 16: 1d10 + 7 + 6 ⇒ (9) + 7 + 6 = 22
    Defeated
    Banish Hidden Beast to examine top card of location: War Razor +1

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Boots of Teleportation
    Banished: Mercenary
    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: Blazing Servant, Robe of Runes, Blessing of Sivanah, Good Omen (Core), Bound Shadow Demon, Binder's Tome, Blackwing Librarian, Blessing of Lamashtu,

    Displayed: Ahtez, Phantom Steed,
    Deck: 11 Discard: 1 Buried: 3
    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): Wings of Vengeance, Bound Magma Spirit, Cauterizing Blade, Cure (Core), Blessing of Abadar, Augury (Core), Riftwarden (Core), Blessing of Nethys, Seamantle, Bound Imp, Samisen of Oracular Vision
    Recharged:
    Discard Pile: Toad,
    Buried Pile: Boots of Teleportation, Shadow, Hidden Beast,

    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 acquire a boon, bury a card.

    To win the scenario, close all locations.

    Scenario Level (#): 6

    Turn: 3, Uliah/TheChu

    Random Cards:

    Monsters
    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:
    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.

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

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

    Spoiler:
    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:
    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:
    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.

    Spoiler:
    Acidic Sling +3
    RotR
    Weapon 5
    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 3d4 with the acid trait.

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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    Lesser Bolstering Armor
    RotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    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.

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

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

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

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

    Current Hour:

    Blessing of Iomedae:
    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.

    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 Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Uliah/TheChu:
    Spoiler:
    Hourglass Card 3 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 4 Sajan/Gimry:
    Spoiler:
    Hourglass Card 4 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 5 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 5 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 14 Zetha/tcolmaster01
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 Uliah/TheChu:
    Spoiler:
    Hourglass Card 15 Uliah/TheChu
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 16 Sajan/Gimry:
    Spoiler:
    Hourglass Card 16 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 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 Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 Sajan/Gimry:
    Spoiler:
    Hourglass Card 19 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 20 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 20 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 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 Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 23 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 24 Uliah/TheChu:
    Spoiler:
    Hourglass Card 24 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 25 Sajan/Gimry:
    Spoiler:
    Hourglass Card 25 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 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 Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

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

    Apothecary Card 1:
    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.
    Apothecary Card 2:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.
    Apothecary Card 7:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Apothecary Card 8:
    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.
    Apothecary Card 9:
    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.
    Apothecary Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #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
    Ravenous Crypts of Gluttony Card 1:
    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.
    Ravenous Crypts of Gluttony Card 2:
    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.
    Ravenous Crypts of Gluttony Card 3:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Ravenous Crypts of Gluttony Card 4:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Ravenous Crypts of Gluttony Card 5:
    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.
    Ravenous Crypts of Gluttony Card 6:
    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.
    Ravenous Crypts of Gluttony Card 7:
    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.
    Ravenous Crypts of Gluttony Card 8:
    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.

    Ravenous Crypts of Gluttony Card 9:
    Shemhazian Demon
    RotR
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 23
    The Shemhazian Demon is immune to the Electricity and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    If undefeated, reset your hand and end your turn.
    Ravenous Crypts of Gluttony Card 10:
    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.

    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: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    The Rusty Dragon Card 1 (War Razor +1):
    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.
    The Rusty Dragon 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.
    The Rusty Dragon Card 3:
    Sacred Killer
    RotR
    Ally 5
    Traits:
    Half-Orc
    Rogue
    To Acquire:
    Dexterity
    Stealth 11
    OR Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
    Discard this card to explore your current location.
    The Rusty Dragon Card 4:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    The Rusty Dragon Card 5:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    The Rusty Dragon Card 6:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
    The Rusty Dragon Card 7:
    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.
    The Rusty Dragon Card 8:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Location #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: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, Sajan/Gimry, None
    Glassworks 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.
    Glassworks Card 2:
    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.
    Glassworks Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Glassworks Card 4:
    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.
    Glassworks 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.
    Glassworks Card 6:
    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.
    Glassworks Card 7:
    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.
    Glassworks Card 8:
    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.

    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
    Vault of Greed Card 1:
    Frost Longbow +1
    RotR
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
    Vault of Greed 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.
    Vault of Greed Card 3:
    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
    Vault of Greed Card 4:
    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.
    Vault of Greed Card 5:
    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.
    Vault of Greed Card 6:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Vault of Greed Card 7:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Vault of Greed Card 8:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Vault of Greed Card 9:
    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.
    Vault of Greed Card 10:
    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.


    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 Iomedae
    Hour Power:No effect.
    Location: Glassworks
    Location Power: If you fail a check, discard the top card of your deck.
    Scenario Powers: When you acquire a boon, bury a card.

    Uliah explores the Glassworks.

    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.

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

    Roll Details:

    Melee: 1d6+2+2
    Verminbane Warhammer: 1d8+2
    Banner of the Ancient Kings: 1
    Divine Commander Power (+Wis to Weapon): 4
    Reveal an Ally (Retriever): 1d4+1

    Displaying Steal Soul after defeating Hill Giant
    Discarding Retriever to explore again with possible bonus

    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.

    Combat 18: 1d6 + 2 + 2 + 1d8 + 2 + 1 + 4 + 1d4 + 1 + 1d4 ⇒ (4) + 2 + 2 + (1) + 2 + 1 + 4 + (4) + 1 + (2) = 23

    Roll Details:

    Melee: 1d6+2+2
    Verminbane Warhammer: 1d8+2
    Banner of the Ancient Kings: 1
    Divine Commander Power (+Wis to Weapon): 4
    Reveal an Ally (Hippogriff Fledgling): 1d4+1
    Steal Soul: 1d4

    Uliah wrote:

    Hand: Verminbane Warhammer, Major Cure, Divine Blaze, Hippogriff Fledgling (Level 4), Blessing of Abadar (Level 2), Orison (Level 1),

    Displayed: Banner of the Ancient Kings, Steal Soul,
    Deck: 11 Discard: 1 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
    * 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
    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): Blessing of the Lord in Iron (Level 3), Augury, Deathgrip, Horse (Level 1), Divine Insight, Covering Heavy Shield, Iomedae's Justice (Level 1), Banudor, Wyrmsmite, The Keep (Level 1), Camel (Level 1)
    Recharged:
    Discard Pile: 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:
    - Defeated Cards 1-2 of Glassworks (Hill Giant, Elder Earth Elemental)
    - Discarded Retriever
    - Displayed Steal Soul

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

    Apothecary 1-10 remain
    Ravenous Crypts of Gluttony 1-10 remain
    Zetha - The Rusty Dragon 1-8 remain // 1=War Razor +1
    Uliah, Sajan - Glassworks 3-8 remain
    Vault of Greed 1-10 remain


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

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Glassworks
    Location Power:If you fail a check, discard the top card of your deck.
    Adventure Powers:
    Scenario Powers:

  • When you acquire a boon, bury a card.

    Cannibal Haunt:

    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Banish The Joke

    Perception 7(6+1): 1d8 + 2 + 1d8 ⇒ (8) + 2 + (4) = 14

    Roll Details:

    Perception - 1d8+2
    Blessed - 1d8

    Recharge Gorum to bless

    Glasswork closed

    Sajan wrote:

    HAND: Earthbreaker, Ascetic's Belt, Ring of Energy Resistance, Amulet of Furious Fists, Blessing of Milani

    DISPLAYED:
    Deck: 12 | Discards: 3 | Bury Pile: 0
    Current Location: Glassworks
    Hero Points: 5
    Accessory Reroll Status: No
    NOTES:
    Haunts: 1


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

    Board Status

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

    Apothecary 1-10 remain
    Ravenous Crypts of Gluttony 1-10 remain
    Zetha - The Rusty Dragon 1-8 remain // 1=War Razor +1
    Uliah, Sajan - Glassworks CLOSED
    Vault of Greed 1-10 remain


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of Erastil
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Harpy, Warlord
    Move: XX -> YY
    Location Powers: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    Explore: War Razor +1
    Autofail, Banish.

    Banish Warlord to examine next card: 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
    Arcane 15: 3d10 + 3 ⇒ (1, 8, 1) + 3 = 13
    Arcane 15 Hero Point: 3d10 + 3 ⇒ (1, 3, 10) + 3 = 17

    RNG Spell add: 1d4 ⇒ 3
    Restoration
    Consecration
    Frost Ray

    Banish Harpy to examine next card: Sacred Killer

    [ooc]Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.
    Discard Restoration, Consecration, Frost Ray
    [u]Summary[/u]
    Acquired: None
    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: Blazing Servant, Robe of Runes, Bound Magma Spirit, Good Omen (Core), Bound Shadow Demon, Binder's Tome, Blackwing Librarian, Blessing of Nethys,

    Displayed: Ahtez, Phantom Steed,
    Deck: 10 Discard: 6 Buried: 4
    Hero Points: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure (Core), Seamantle, Blessing of Abadar, Cauterizing Blade, Riftwarden (Core), Augury (Core), Harpy, Samisen of Oracular Vision, Wings of Vengeance, Bound Imp
    Recharged:
    Discard Pile: Toad, Blessing of Lamashtu, Blessing of Sivanah, Restoration, Consecration, Frost Ray,
    Buried Pile: Boots of Teleportation, Shadow, Hidden Beast, Warlord,

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
    Proficiencies:
    Light Armor, Arcane
    POWERS:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) (☐ or 3 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move) ([X] or to add 1d6 to your check to defeat a barrier) ([X] or to examine the top card of any location deck).
    [X] Add 1d4 (☐1d8) to your check to acquire or recharge an ally or spell.
    ☐ When you would fail to acquire a boon, you may evade it. (☐ If you do, you may shuffle it into another location deck.)

    "


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

    During This Scenario:

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

    To win the scenario, close all locations.

    Scenario Level (#): 6

    Turn: 6, Uliah/TheChu

    Random Cards:

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

    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:
    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.

    Barriers
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    Acidic Sling +3
    RotR
    Weapon 5
    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 3d4 with the acid trait.

    Spells
    Spoiler:
    Disintegrate
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 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:
    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:
    Disintegrate
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 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:
    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:
    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:
    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:
    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:
    Magic Full Plate
    RotR
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    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:
    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.

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

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

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

    Blessings
    Spoiler:
    Blessing of 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 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 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 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.

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 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 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 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 Sajan/Gimry
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 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 Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Sajan/Gimry:
    Spoiler:
    Hourglass Card 16 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 17 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 17 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 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 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 20 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 20 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 21 Uliah/TheChu:
    Spoiler:
    Hourglass Card 21 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 22 Sajan/Gimry:
    Spoiler:
    Hourglass Card 22 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 23 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 23 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 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.

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

    Apothecary Card 1:
    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.
    Apothecary Card 2:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.
    Apothecary Card 7:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Apothecary Card 8:
    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.
    Apothecary Card 9:
    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.
    Apothecary Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #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
    Ravenous Crypts of Gluttony Card 1:
    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.
    Ravenous Crypts of Gluttony Card 2:
    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.
    Ravenous Crypts of Gluttony Card 3:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Ravenous Crypts of Gluttony Card 4:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Ravenous Crypts of Gluttony Card 5:
    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.
    Ravenous Crypts of Gluttony Card 6:
    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.
    Ravenous Crypts of Gluttony Card 7:
    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.
    Ravenous Crypts of Gluttony Card 8:
    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.

    Ravenous Crypts of Gluttony Card 9:
    Shemhazian Demon
    RotR
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 23
    The Shemhazian Demon is immune to the Electricity and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    If undefeated, reset your hand and end your turn.
    Ravenous Crypts of Gluttony Card 10:
    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.

    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: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    The Rusty Dragon Card 1 (Sacred Killer):
    Sacred Killer
    RotR
    Ally 5
    Traits:
    Half-Orc
    Rogue
    To Acquire:
    Dexterity
    Stealth 11
    OR Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
    Discard this card to explore your current location.
    The Rusty Dragon Card 2:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    The Rusty Dragon Card 3:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    The Rusty Dragon Card 4:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.
    The Rusty Dragon Card 5:
    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.
    The Rusty Dragon Card 6:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Location #4: Glassworks
    Closed
    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 #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

    Vault of Greed Card 1:
    Frost Longbow +1
    RotR
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
    Vault of Greed 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.
    Vault of Greed Card 3:
    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
    Vault of Greed Card 4:
    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.
    Vault of Greed Card 5:
    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.
    Vault of Greed Card 6:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Vault of Greed Card 7:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Vault of Greed Card 8:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Vault of Greed Card 9:
    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.
    Vault of Greed Card 10:
    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.


    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 Lamashtu
    Hour Power:No effect.
    Location: Glassworks
    Location Power: If you fail a check, discard the top card of your deck.
    Scenario Powers: When you acquire a boon, bury a card.

    Uliah moves to the Ravenous Crypts of Gluttony and explores.

    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.

    Auto-acquire, bury it for Scenario Power
    Discarding Orison to explore again

    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.

    Combat 18: 1d10 + 4 + 3 + 3d8 + 1 + 1d4 + 1 + 1d4 + 1d8 ⇒ (6) + 4 + 3 + (4, 2, 7) + 1 + (2) + 1 + (1) + (4) = 35

    Roll Details:

    Divine: 1d10+4+3
    Divine Blaze: 3d8
    Banner of the Ancient Kings: 1
    Reveal an Ally: 1d4+1
    Steal Soul: 1d4
    Miscellaneous: Monster Power: 1d8

    Uliah attempts to recover all cards in his Recovery pile.
    Divine Blaze: Divine 14: 1d10 + 4 + 3 + 1d4 + 1 ⇒ (1) + 4 + 3 + (1) + 1 = 10 -> Divine Blaze discarded.

    Uliah wrote:

    Hand: Verminbane Warhammer, Banudor, Major Cure, Covering Heavy Shield, Camel (Level 1), Hippogriff Fledgling (Level 4), Blessing of Abadar (Level 2), Blessing of the Lord in Iron (Level 3),

    Displayed: Banner of the Ancient Kings, Steal Soul,
    Deck: 7 Discard: 3 Buried: 1
    Current Location: Ravenous Cryputs of Gluttony
    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).
    * Banudor - Reload to add 1d8 to a local Craft or Disable check
    * Major Cure - Heal local character 1d4+1 cards, I heal 1
    * 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 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), Deathgrip, Divine Insight, Augury, Horse (Level 1), Iomedae's Justice (Level 1), Wyrmsmite
    Recharged:
    Discard Pile: Retriever (Level 1), Orison (Level 1), Divine Blaze,
    Buried Pile: Blessing of Shelyn,

    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 Ravenous Crypts of Gluttony
    - Acquired Card 1 (Blessing of Shelyn)
    - Defeated Card 2 (Troll)
    - Discarded Orison, Divine Blaze
    - Buried Blessing of Shelyn
    - Have larger hand from location power

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

    Apothecary 1-10 remain
    Uliah - Ravenous Crypts of Gluttony 3-10 remain
    Zetha - The Rusty Dragon 1-6 remain // 1=Sacred Killer
    Sajan - Glassworks CLOSED
    Vault of Greed 1-10 remain


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

    ========================
    Sajan starts his turn.
    Hour: Blessing of Nethys
    Hour Power:No effect.
    Location: Glassworks
    Location Power:If you fail a check, discard the top card of your deck.
    Adventure Powers:
    Scenario Powers:

  • When you acquire a boon, bury a card.

    Move to Vault of Greed

    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.

    Auto Fail this

    Sajan wrote:

    HAND: Earthbreaker, Ascetic's Belt, Ring of Energy Resistance, Amulet of Furious Fists, Blessing of Milani

    DISPLAYED:
    Deck: 12 | Discards: 3 | Bury Pile: 0
    Current Location: Vault of Greed
    Hero Points: 5
    Accessory Reroll Status: No
    NOTES:
    Haunts: 1


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

    Board Status

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

    Apothecary 1-10 remain
    Uliah - Ravenous Crypts of Gluttony 3-10 remain
    Zetha - The Rusty Dragon 1-6 remain // 1=Sacred Killer
    Glassworks CLOSED
    Sajan - Vault of Greed 2-10 remain


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of the Gods
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Warlord, Mercenary
    Move: XX -> YY
    Location Powers: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    Explore: Sacred Killer OR Velociraptor
    Sacred Killer Stealth 11: 1d10 + 7 ⇒ (2) + 7 = 9
    Fail, Banish

    Banish Warlord 2 to examine location: Cannibal Haunt

    Discard Blessing of Nethys to explore:

    Cannibal Haunt:

    RotR Henchman 6
    Type: Monster
    Traits: Dwarf Undead
    To Defeat: None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck. Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts. When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Haunt Displayed.
    Banish Bound Magma Spirit (Level B so will get back at end of scenario) for BYA.

    Close Check: Charisma or Diplomacy 6.

    Banish Mercenary to use Stealth to auto-succeed.

    WPC: You may recharge an ally from your discard pile (Toad, only ally discarded)

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

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

    "

    Zetha wrote:

    Hand: Blazing Servant, Robe of Runes, Cure (Core), Good Omen (Core), Bound Shadow Demon, Binder's Tome, Blackwing Librarian, Samisen of Oracular Vision,

    Displayed: Ahtez, Phantom Steed, Cannibal Haunt,
    Deck: 9 Discard: 6 Buried: 7
    Hero Points: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wings of Vengeance, Seamantle, Bound Imp, Cauterizing Blade, Harpy, Augury (Core), Riftwarden (Core), Blessing of Abadar
    Recharged: Toad,
    Discard Pile: Blessing of Lamashtu, Blessing of Sivanah, Restoration, Consecration, Frost Ray, Blessing of Nethys,
    Buried Pile: Boots of Teleportation, Shadow, Hidden Beast, Warlord, Warlord 2, Bound Magma Spirit, Mercenary,

    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 acquire a boon, bury a card.

    To win the scenario, close all locations.

    Scenario Level (#): 6

    Turn: 9, 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:
    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:
    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:
    Muck Graul
    RotR
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

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

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

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

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

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

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

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

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

    Items
    Spoiler:
    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:
    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.

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

    Allies
    Spoiler:
    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:
    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:
    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:
    Svevenka
    RotR
    Ally 6
    Traits:
    Druid
    Nymph
    To Acquire:
    Charisma
    Diplomacy
    Wisdom
    Survival 12
    Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    Banish this card to explore your location, adding 2 to any combat checks made during this exploration.

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

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

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

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

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

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

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

    Apothecary Card 1:
    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.
    Apothecary Card 2:
    Wyvern
    RotR
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 16
    If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.
    Apothecary Card 3:
    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.
    Apothecary Card 4:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    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.
    Apothecary Card 7:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Apothecary Card 8:
    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.
    Apothecary Card 9:
    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.
    Apothecary Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #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: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Uliah/TheChu, None
    Ravenous Crypts of Gluttony Card 1:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Ravenous Crypts of Gluttony Card 2:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Ravenous Crypts of Gluttony Card 3:
    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.
    Ravenous Crypts of Gluttony 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.
    Ravenous Crypts of Gluttony Card 5:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Ravenous Crypts of Gluttony Card 6:
    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.

    Ravenous Crypts of Gluttony Card 7:
    Shemhazian Demon
    RotR
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 23
    The Shemhazian Demon is immune to the Electricity and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    If undefeated, reset your hand and end your turn.
    Ravenous Crypts of Gluttony Card 8:
    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.

    Location #3: The Rusty Dragon
    Closed
    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: Glassworks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    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: 0 Sp: 1 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Gimry, None

    Vault of Greed Card 1:
    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.
    Vault of Greed Card 2:
    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
    Vault of Greed Card 3:
    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.
    Vault of Greed Card 4:
    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.
    Vault of Greed Card 5:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Vault of Greed Card 6:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Vault of Greed Card 7:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Vault of Greed 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.
    Vault of Greed Card 9:
    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.


    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: Ravenous Crypts of Gluttony
    Location Power: While you are here, your hand size is increased by 2.
    Scenario Powers: When you acquire a boon, bury a card.

    Uliah explores the Ravenous Crypts of Gluttony.

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

    Auto-acquired, then buried for the Scenario Power
    Discarding Camel to explore again, with possible bonus to Survival check

    Cannibal Haunt:
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Banishing Blessing of Abadar for BYA
    Attempting to close location

    Wisdom 12: 1d10 + 4 + 1d10 - 1 + 1d4 ⇒ (2) + 4 + (1) - 1 + (1) = 7

    Roll Details:

    Wisdom: 1d10+4
    Bless (Blessing of the Lord in Iron): 1d10
    Miscellaneous: Haunts: -1
    Steal Soul: 1d4

    Paizo re-roll the 1 on the 1d10
    Wisdom 12: 2 + 4 + 1d10 - 1 + 1 ⇒ 2 + 4 + (8) - 1 + 1 = 14

    Location closed

    Uliah wrote:

    Hand: Verminbane Warhammer, Banudor, Major Cure, Covering Heavy Shield, Hippogriff Fledgling (Level 4), The Keep (Level 1), Iomedae's Justice (Level 1),

    Displayed: Banner of the Ancient Kings, Steal Soul,
    Deck: 5 Discard: 5 Buried: 2
    Current Location: Ravenous Crypts of Gluttony
    Hero Points: 1
    Paizo Reroll 1 Die Used: Yes
    Haunts: 1
    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).
    * Banudor - Reload to add 1d8 to a local Craft or Disable check
    * Major Cure - Heal local character 1d4+1 cards, I heal 1
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * The Keep (1) - Add 1 die to any check, or 2 dice against a barrier or to close
    * Iomedae's Justice (1) - Add 1d12 die to another's check to defeat (can't use for myself)
    Movement:
    Move me to 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): Horse (Level 1), Deathgrip, Divine Insight, Augury, Wyrmsmite
    Recharged:
    Discard Pile: Retriever (Level 1), Orison (Level 1), Divine Blaze, Camel (Level 1), Blessing of the Lord in Iron (Level 3),
    Buried Pile: Blessing of Shelyn, Blessing of the Gods,

    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 Ravenous Crypts of Gluttony (Blessing of the Gods)
    - Defeated Card 2 (Cannibal Haunt): Haunt Count - 1
    - Location Closed
    - Discarded Camel (Level 1)
    , Blessing of the Lord in Iron (Level 3)
    - Buried Blessing of the Gods
    - Banished Blessing of Abadar
    - Have larger hand from location power

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

    Apothecary 1-10 remain
    Uliah - Ravenous Crypts of Gluttony CLOSED
    Zetha - The Rusty Dragon CLOSED
    Glassworks CLOSED
    Sajan - Vault of Greed 1-9 remain


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

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Vault of Greed
    Location Power:If you acquire an item, banish another item from your hand, if you have one.
    Adventure Powers:
    Scenario Powers:

  • When you acquire a boon, bury a card.

    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.

    Auto Fail this

    Sajan wrote:

    HAND: Dragonbane Greatsword, Earthbreaker, Ascetic's Belt, Ring of Energy Resistance, Blessing of Milani

    DISPLAYED:
    Deck: 11 | Discards: 4 | Bury Pile: 0
    Current Location: Vault of Greed
    Hero Points: 5
    Accessory Reroll Status: No
    NOTES:
    Haunts: 1


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

    Board Status

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

    Apothecary 1-10 remain
    Uliah - Ravenous Crypts of Gluttony CLOSED
    Zetha - The Rusty Dragon CLOSED
    Glassworks CLOSED
    Sajan - Vault of Greed 2-9 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: Gamigin, Abominable Snowman
    Move: Apothecary
    Location Powers: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    Explore: Longbow +1
    Dex 9: 1d10 + 4 ⇒ (9) + 4 = 13
    Acquired
    Bury it per scenario rules.

    Banish snowman to examine location:Wyvern

    Cure: 1d4 + 1 ⇒ (1) + 1 = 2
    RNG: 1d6 + 1d5 ⇒ (3) + (2) = 5

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Longbow +1
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None
    "

    Zetha wrote:

    Hand: Blazing Servant, Robe of Runes, Good Omen (Core), Bound Shadow Demon, Binder's Tome, Blackwing Librarian, Samisen of Oracular Vision, Gamigin,

    Displayed: Ahtez, Phantom Steed, Cannibal Haunt,
    Deck: 11 Discard: 4 Buried: 10
    Hero Points: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar, Harpy, Riftwarden (Core), Seamantle, Restoration, Bound Imp, Cauterizing Blade, Blessing of Sivanah, Wings of Vengeance, Augury (Core)
    Recharged: Toad,
    Discard Pile: Blessing of Lamashtu, Consecration, Frost Ray, Blessing of Nethys,
    Buried Pile: Boots of Teleportation, Shadow, Hidden Beast, Warlord, Warlord 2, Bound Magma Spirit, Mercenary, Longbow +1, Abominable Snowman, 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: When you acquire a boon, bury a card.

    To win the scenario, close all locations.

    Scenario Level (#): 6

    Turn: 12, Uliah/TheChu

    Random Cards:

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

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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.

    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.

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

    Spoiler:
    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:
    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:
    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:
    Disintegrate
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding it.

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

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

    Allies
    Spoiler:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.

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

    Spoiler:
    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:
    Sacred Killer
    RotR
    Ally 5
    Traits:
    Half-Orc
    Rogue
    To Acquire:
    Dexterity
    Stealth 11
    OR Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
    Discard this card to explore your current location.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

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

    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: 0 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None

    Apothecary Card 1 (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.
    Apothecary Card 2:
    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.
    Apothecary Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Apothecary Card 4:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Apothecary Card 7:
    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.
    Apothecary Card 8:
    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.
    Apothecary Card 9:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 #2: 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: Uliah/TheChu, None

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

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

    Vault of Greed Card 1:
    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
    Vault of Greed Card 2:
    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.
    Vault of Greed Card 3:
    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.
    Vault of Greed Card 4:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Vault of Greed Card 5:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Vault of Greed Card 6:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Vault of Greed Card 7:
    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.
    Vault of Greed Card 8:
    Wand of Shield
    RotR
    Item 1
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.


    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: Ravenous Crypts of Gluttony
    Location Power: While you are here, your hand size is increased by 2.
    Scenario Powers: When you acquire a boon, bury a card.

    Uliah moves to the Vault of Greed and explores.

    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

    Ask Zetha for her Good Omen (Core)

    Intelligence 14: 1d6 + 1d6 - 1 + 1d4 + 1d6 + 6 ⇒ (5) + (6) - 1 + (4) + (4) + 6 = 24

    Roll Details:

    Intelligence: 1d6
    Bless (The Keep): 1d6
    Miscellaneous: Haunts: -1
    Steal Soul: 1d4
    Good Omen: 1d6+6

    Burying Bewilder for Scenario Power
    Discarding Iomedae's Justice to explore again

    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.

    Strength 5: 1d6 + 2 - 1 + 1d4 ⇒ (2) + 2 - 1 + (1) = 4

    Roll Details:

    Strength: 1d6+2
    Miscellaneous: Haunts: -1
    Steal Soul: 1d4

    Using Major Cure on myself
    Major Cure: 1d4 + 1 ⇒ (1) + 1 = 2

    Uliah attempts to recover all cards in his Recovery pile.
    Major Cure: Divine 10: 1d10 + 4 + 3 + 1d4 + 1 ⇒ (4) + 4 + 3 + (2) + 1 = 14 -> Major Cure recharged discarded.

    Uliah wrote:

    Hand: Verminbane Warhammer, Banudor, Divine Blaze, Covering Heavy Shield, Hippogriff Fledgling (Level 4), Camel (Level 1),

    Displayed: Banner of the Ancient Kings, Steal Soul,
    Deck: 7 Discard: 4 Buried: 3
    Current Location: Vault of Greed
    Hero Points: 1
    Paizo Reroll 1 Die Used: Yes
    Haunts: 1
    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).
    * Banudor - Reload to add 1d8 to a local Craft or Disable check
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    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, Divine Insight, Augury, Horse (Level 1), Wyrmsmite, Retriever (Level 1)
    Recharged: Major Cure,
    Discard Pile: Orison (Level 1), Blessing of the Lord in Iron (Level 3), The Keep (Level 1), Iomedae's Justice (Level 1),
    Buried Pile: Blessing of Shelyn, Blessing of the Gods, Bewilder,

    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 Vault of Greed
    - Acquired Card 1 (Bewilder)
    Asked Zetha for her Good Omen (Core)
    - Failed to acquire Card 2 (Belt of Giant Strength)
    - Discarded The Keep (Level 1), Iomedae's Justice (Level 1)
    - Healed myself for 3 (1d4+1+1)
    - Recharged Major Cure
    - Buried Bewilder

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

    Apothecary 1-10 remain
    Ravenous Crypts of Gluttony CLOSED
    Zetha - The Rusty Dragon CLOSED
    Glassworks CLOSED
    Sajan, Uliah - Vault of Greed 3-8 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 Calistria
    Hour Power:No effect.
    Location: Vault of Greed
    Location Power:If you acquire an item, banish another item from your hand, if you have one.
    Adventure Powers:
    Scenario Powers:

  • When you acquire a boon, bury a card.

    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.

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

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Recharge Milani to bless
    Banish Ascetic's Belt for location power

    Bury Earthbreaker for scenario power

    Sajan wrote:

    HAND: Dragonbane Greatsword, Mokmurian's Club, Ring of Energy Resistance, Sihedron Ring, Exalted

    DISPLAYED:
    Deck: 10 | Discards: 4 | Bury Pile: 1
    Current Location: Vault of Greed
    Hero Points: 5
    Accessory Reroll Status: No
    NOTES:
    Haunts: 1


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

    Board Status

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

    Apothecary 1-10 remain
    Ravenous Crypts of Gluttony CLOSED
    Zetha - The Rusty Dragon CLOSED
    Glassworks CLOSED
    Sajan, Uliah - Vault of Greed 4-8 remain


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

    Out of Turn Updates: None

    Good Omen Recovery: Banish Gamigin to use Stealth to auto pass (d10+7 vs 8)

    Turn - Hour: Blessing of the Gods
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Shining Child, Hag
    Recharge Samisen of Oracular Vision to examine top 3 cards of my location: Wyvern, Magic Spyglass, Cannibal Haunt

    Move: XX -> YY
    Location Powers: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    Explore: Choose NOT to explore

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    Location Power Heal: 1d6 ⇒ 1
    RNG: 1d4 ⇒ 2

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

    "

    Zetha wrote:

    Hand: Blazing Servant, Robe of Runes, Riftwarden (Core), Bound Shadow Demon, Binder's Tome, Blackwing Librarian, Shining Child, Hag,

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Seamantle, Bound Magma Spirit, Toad, Blessing of Abadar, Cauterizing Blade, Samisen of Oracular Vision, Augury (Core), Blessing of Sivanah, Good Omen (Core), Bound Imp, Restoration, Consecration, Wings of Vengeance
    Recharged:
    Discard Pile: Blessing of Lamashtu, Frost Ray, Blessing of Nethys,
    Buried Pile: Boots of Teleportation, Longbow +1, 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: When you acquire a boon, bury a card.

    To win the scenario, close all locations.

    Scenario Level (#): 6

    Turn: 15, Uliah/TheChu

    Random Cards:

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

    Spoiler:
    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.

    Spoiler:
    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.

    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:
    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.

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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


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

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

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

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

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

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

    Spoiler:
    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:
    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:
    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.

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

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

    Spoiler:
    Blessing of 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 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.

    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: 15

    Hourglass

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

    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: 0 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None

    Apothecary Card 1 (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.
    Apothecary Card 2 (Magic Spyglass):
    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.
    Apothecary Card 3 (Cannibal Haunt):
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Apothecary Card 4:
    Poison Blast
    RotR
    Spell 4
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Apothecary Card 5:
    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.
    Apothecary Card 6:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Apothecary Card 7:
    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.
    Apothecary Card 8:
    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.
    Apothecary Card 9:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 #2: 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 #3: The Rusty Dragon
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Vault of Greed Card 1:
    Ogrekin
    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.
    Vault of Greed Card 2:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Vault of Greed Card 3:
    Cannibal Haunt
    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
    Vault of Greed Card 4:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Vault of Greed Card 5:
    Wand of Shield
    RotR
    Item 1
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.


    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: Vault of Greed
    Location Power: If you acquire an item, banish another item from your hand, if you have one.
    Scenario Powers: When you acquire a boon, bury a card.

    Uliah explores the Vault of Greed.

    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.

    Ogrekin Roll: 1d4 ⇒ 3 = The Ogrekin may not be evaded.

    Combat 13: 1d6 + 2 + 2 - 1 + 1d4 + 2d8 + 4 + 1d4 + 1 ⇒ (6) + 2 + 2 - 1 + (3) + (6, 6) + 4 + (4) + 1 = 33

    Roll Details:

    Melee: 1d6+2+2
    Miscellaneous: Haunts: -1
    Steal Soul: 1d4
    Banudor: 2d8
    Divine Commander Power (+Wis to Weapon): 4
    Reveal an Ally: 1d4+1

    Discarding Camel to explore again with possible bonus to Survival

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

    Divine 13: 1d10 + 4 + 3 - 1 + 1d4 + 1d4 + 1 ⇒ (10) + 4 + 3 - 1 + (3) + (3) + 1 = 23

    Roll Details:

    Divine: 1d10+4+3
    Miscellaneous: Haunts: -1
    Steal Soul: 1d4
    Reveal an Ally: 1d4+1

    No other items in hand to banish

    Uliah wrote:

    Hand: Verminbane Warhammer, Banudor, Divine Blaze, Covering Heavy Shield, Holy Candle, Hippogriff Fledgling (Level 4),

    Displayed: Banner of the Ancient Kings, Steal Soul,
    Deck: 7 Discard: 5 Buried: 3
    Current Location: Vault of Greed
    Hero Points: 1
    Paizo Reroll 1 Die Used: Yes
    Haunts: 1
    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).
    * Banudor - Reload to add 1d8 to a local Craft or Disable check
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    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): Retriever (Level 1), Divine Insight, Wyrmsmite, Horse (Level 1), Deathgrip, Augury
    Recharged: Major Cure,
    Discard Pile: Orison (Level 1), Blessing of the Lord in Iron (Level 3), The Keep (Level 1), Iomedae's Justice (Level 1), Camel (Level 1),
    Buried Pile: Blessing of Shelyn, Blessing of the Gods, Bewilder,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (☑ or an ally) to add 1d4 (☑ +1)(□+2).
    - At the end of your move step, you may recharge a Divine card (□ or an ally) to allow a local character to recharge a random card from their discards.
    - On your (□ or a local character's) check against an Undead bane, add 1d8 (□ +1) and the Magic trait.
    - ☑ When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand (☑ and at the start of your turn), draw the displayed card.
    - ☑ When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier.
    - Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat. Note this reward on your Chronicle sheet, and cross it off when used. Used: ☑

    End of Turn Summary:
    - Defeated Card 1 of Vault of Greed (Ogrekin)
    - Acquired Card 2 (Holy Candle)
    - Discarded Camel

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

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

    Zetha - Apothecary 1-9 remain // 1=Wyvern, 2=Magic Spyglass, 3=Cannibal Haunt
    Ravenous Crypts of Gluttony CLOSED
    The Rusty Dragon CLOSED
    Glassworks CLOSED
    Sajan, Uliah - Vault of Greed 3-5 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: Vault of Greed
    Location Power:If you acquire an item, banish another item from your hand, if you have one.
    Adventure Powers:
    Scenario Powers:

  • When you acquire a boon, bury a card.

    Cannibal Haunt:

    RotR
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Banish Dragonbane Greatsword

    Perception 14(12+2): 1d8 + 2 + 1d8 + 4 ⇒ (7) + 2 + (6) + 4 = 19

    Roll Details:

    Perception - 1d8+2
    Blessed - 1d8
    Uliahs Aid - 4

    Discard Exalted to "bless"
    Use Uliah's Hippogriff

    Examine deck, but pass on all of them

    Sajan wrote:

    HAND: Mokmurian's Club, Ring of Energy Resistance, Sihedron Ring, Thieves' Tools, Blessing of Pharasma

    DISPLAYED:
    Deck: 8 | Discards: 5 | Bury Pile: 1
    Current Location: Vault of Greed
    Hero Points: 5
    Accessory Reroll Status: No
    NOTES:
    Haunts: 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
    * Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Notes for Uliah: Display Hippogriff Fledgling (Level 4)

    Zetha - Apothecary 1-9 remain // 1=Wyvern, 2=Magic Spyglass, 3=Cannibal Haunt
    Ravenous Crypts of Gluttony CLOSED
    The Rusty Dragon CLOSED
    Glassworks CLOSED
    Sajan, Uliah - Vault of Greed 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 the Gods
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Hill Giant, Scarlet Walker
    Move: XX -> YY
    Location Powers: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    Explore: Wyvern
    Combat 16+1=17: 1d10 + 7 + 6 ⇒ (8) + 7 + 6 = 21
    Defeated

    Discard Blackwing Librarian to explore

    Magic Spyglass (Known):

    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.

    Banish Hag to use Stealth.
    Divine 9: 1d10 + 7 ⇒ (6) + 7 = 13
    Acquired
    Scenario Power: Banish Shining Child.

    Discard Riftwarden to explore

    Cannibal Haunt (Known):

    RotR Henchman 6
    Type: Monster
    Traits: Dwarf Undead
    To Defeat: None
    Before the encounter, banish either a card of your choice from your hand or the top card of your deck. Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts. When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    Banish Hill Giant

    Banish Scarlet Walker to use Stealth for Close Check
    Close Check 6+2=8: 1d10 + 7 ⇒ (2) + 7 = 9

    We win.


    Development:
    Between the enspelled food and the lurking ghosts, your
    journey to help Mayala and Brynne almost came to an end.
    Luckily, you were able to fend off the grotesque urges to eat the
    glamered feast—which fell to dust as soon as you touched it—and
    the ravenous creatures that followed.
    You’re down the hall, resting and nibbling on some dried rations
    when you hear Mayala’s voice call out in clear, horrified tones.
    “Let her go, you monsters! Brynne?! What have they done to
    you, Brynne?”
    Without a second thought, you dash toward Mayala, ready to
    lend your strength however you can.
    REWARD
    Each character chooses armor, ally, or blessing 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. Adventure Card Guild characters may choose a bonus deck upgrade.
    ----For this just RNG 1d6. 1-3 is number 5, 4+ is 6.

    Blessing of the Gods (Blessing B)
    Blessing of Shelyn (Blessing B)
    Magic Spyglass (Item 4)
    Holy Candle (Item B)
    Sihedron Ring (Item 6)
    Boots of Teleportation (Item 6)
    Frost Ray (Spell 1)
    Bewilder (Spell 6)
    Restoration (Spell 4)
    Consecration (Spell 2)
    Longbow +1 (Weapon 1)


    2-6C: THE OPUS SUNDERED
    Adrenaline pounding in your ears, you round the corner
    to a ghastly sight. Before you is a circle of gaunt-faced,
    long-toothed, crimson-robed creatures. In the center
    are three people: a blonde woman in scuffed leather armor; a furwearing
    woman with long black hair; and a red-haired man with
    dark tattoos running down his thick arms.
    Mayala rushes toward the blonde woman and cries, “Brynne!”
    Seeing a feral-looking creature skulking toward you, though, you
    hold out an arm to stop her.
    “Rush forward all you want,” the gaunt creature hisses between
    rat-like fangs, its skeletal fingers folding together with glee. “You’ll
    not stop us now, whoever you are.”
    “What are you? What do you want with these people?” Mayala
    screams.
    The creature cocks its head, a wicked smile spreading across its
    corpse-like face.
    “People? I suppose they are people—at least for just a while longer.”
    It laughs maniacally. “No matter. I am Zervo, personal necromancer to
    Alaznist, mistress of all you see. In just a few moments these people, as
    you call them, will become the runelord’s glorious opus!”
    The look on Mayala’s face must be as shocked as yours, because
    Zervo continues.
    “Oh yes, Alaznist learned to create a tome that could bring her
    back to this world, just as her rival Zutha’s tome could prompt his
    return, too. Except Alaznist needed no fool books. Her magic can
    etch the incantations onto flesh, bringing her back into being with
    a single ritual.
    “Those who betrayed Zutha for Alaznist were to have the honor
    of ushering her return after Earthfall—but they have tarried for
    so long. No matter. Now that we finally have all the honorees’
    descendants, in just a few moments, the ritual will be complete.
    “Now, cow before our might, and bow as a runelord returns!”


    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: After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the
    Catacombs of Wrath.

    When you encounter a card at a location that has one of the listed
    allies displayed, you may display the ally next to your character. While
    you have a listed ally displayed next to your character, you may use
    its first power once per turn; do not banish, discard, or recharge it. For
    your give a card step, you may display the ally next to your location or
    next to another character at your location. If any of the named allies
    are displayed at the same location or are displayed next to characters
    that are at the same location, you lose the scenario.

    Scenario Level (#): 6

    Turn: 0, Zetha/tcolmaster01

    Random Cards:

    Monsters
    Spoiler:
    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.

    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:
    Gamigin
    RotR
    Monster 6
    Traits:
    Devil
    Outsider
    Sorcerer
    To Defeat:
    Combat 22
    Gamigin is immune to the Fire, Cold, and Poison traits.
    Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
    Other players may not use powers or play cards other than blessings.

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

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

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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    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:
    Disintegrate
    RotR
    Spell 5
    Traits:
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 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:
    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.

    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:
    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:
    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:
    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:
    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.

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

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

    Location #1: 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:

    Shalelu Andosana:

    Ally
    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.

    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:

    Morgiv:

    Ally
    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.

    Location #3: Runewell
    At This Location: At the start of your turn, bury a card of your choice.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 3 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Conna the Wise:

    Ally
    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.

    Location #4: Shimmering Veils of Pride
    At This Location: When you succeed at a check, recharge a card.
    When Closing: Succeed at a Wisdom or Perception 12 check.
    When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: Festering Maze of Sloth
    At This Location: You may play no more than 1 card per check, regardless of type.
    When Closing: Succeed at a Constitution or Fortitude 12 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 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 Catacombs of Wrath.

    Uliah wrote:

    Hand: Wyrmsmite, Augury, Darb Tuttle (Level 6), Blessing of the Lord in Iron (Level 3), Orison (Level 1),

    Displayed: Banner of the Ancient Kings,
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Catacombs of Wrath
    Hero Points: 1
    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)
    * 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
    * Darb Tuttle - Add 2d12 to local check to close/guard
    * 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.
    * 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): Verminbane Warhammer, Divine Blaze, Banudor, Covering Heavy Shield, Steal Soul, Camel (Level 1), Iomedae's Justice (Level 1), The Keep (Level 1), Blessing of Abadar (Level 2), Horse (Level 1), Divine Insight, Boneshatter, Retriever (Level 1), Major Cure, Hippogriff Fledgling (Level 4)
    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: ☑


    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)

    Start: Runewell

    "

    Zetha wrote:

    Hand: Cauterizing Blade, Riftwarden (Core), Blackwing Librarian, Seamantle, Phantom Steed, Augury (Core), Samisen of Oracular Vision, Wings of Vengeance,

    Displayed: Ahtez,
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blazing Servant, Bound Magma Spirit, Bound Imp, Robe of Runes, Toad, Cannibal Haunt, Good Omen (Core), Blessing of Sivanah, Blessing of Nethys, Binder's Tome, Blessing of Lamashtu, Cure (Core), Blessing of Abadar, Bound Shadow Demon
    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 ([X]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: Pious Healer, Naval Hero, Hellknight of the Nail, Lady Despair, Our Lord in Iron

    DISPLAYED:
    Deck: 14 | Discards: 0 | Bury Pile: 0
    Current Location: Catacombs of Wrath
    Hero Points: 5
    Accessory Reroll Status: No
    NOTES:
    Haunts: 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


    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: After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the
    Catacombs of Wrath.

    When you encounter a card at a location that has one of the listed
    allies displayed, you may display the ally next to your character. While
    you have a listed ally displayed next to your character, you may use
    its first power once per turn; do not banish, discard, or recharge it. For
    your give a card step, you may display the ally next to your location or
    next to another character at your location. If any of the named allies
    are displayed at the same location or are displayed next to characters
    that are at the same location, you lose the scenario.

    Scenario Level (#): 6

    Turn: 1, Uliah/TheChu

    Random Cards:

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

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

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

    Weapons
    Spoiler:
    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:
    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:
    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:
    Frost Longbow +1
    RotR
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

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

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

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

    Armors
    Spoiler:
    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.

    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:
    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:
    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.

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

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

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

    Allies
    Spoiler:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    Blessing of 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:

    Blessing of Nethys:
    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.

    Hours Remaining: 29

    Hourglass

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

    Location #1: 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: Uliah/TheChu, Sajan/Gimry,

    Shalelu Andosana:

    Ally
    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.

    Catacombs of Wrath Card 1:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Catacombs of Wrath Card 2:
    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.
    Catacombs of Wrath Card 3:
    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.
    Catacombs of Wrath Card 4:
    Redcap
    RotR
    Monster 4
    Traits:
    Fey
    To Defeat:
    Combat 17
    OR Divine 12
    If undefeated, shuffle the Redcap into a random open location deck.
    Catacombs of Wrath Card 5:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
    Catacombs of Wrath Card 6:
    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.
    Catacombs of Wrath Card 7:
    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.
    Catacombs of Wrath Card 8:
    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.
    Catacombs of Wrath Card 9:
    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 10:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Location #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:
    Morgiv:

    Ally
    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.

    Ravenous Crypts of Gluttony Card 1:
    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.
    Ravenous Crypts of Gluttony Card 2:
    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 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:
    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.
    Ravenous Crypts of Gluttony Card 5:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Ravenous Crypts of Gluttony Card 6:
    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.
    Ravenous Crypts of Gluttony Card 7:
    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.
    Ravenous Crypts of Gluttony Card 8:
    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.
    Ravenous Crypts of Gluttony Card 9:
    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.
    Ravenous Crypts of Gluttony Card 10:
    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.

    Location #3: Runewell
    At This Location: At the start of your turn, bury a card of your choice.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 3 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01,
    Conna the Wise:

    Ally
    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.

    Runewell Card 1:
    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.
    Runewell Card 2:
    Heavy Crossbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Runewell Card 3:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Runewell Card 4:
    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.
    Runewell Card 5:
    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.
    Runewell Card 6:
    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.
    Runewell Card 7:
    Nosferatu
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 25
    THEN Combat 27
    OR Wisdom
    Divine 19
    The Nosferatu is immune to the Mental and Poison traits.
    If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
    Runewell Card 8:
    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.
    Runewell Card 9:
    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.
    Runewell Card 10:
    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.

    Location #4: Shimmering Veils of Pride
    At This Location: When you succeed at a check, recharge a card.
    When Closing: Succeed at a Wisdom or Perception 12 check.
    When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Shimmering Veils of Pride 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.
    Shimmering Veils of Pride Card 2:
    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.
    Shimmering Veils of Pride Card 3:
    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.
    Shimmering Veils of Pride Card 4:
    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.
    Shimmering Veils of Pride Card 5:
    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.
    Shimmering Veils of Pride Card 6:
    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.
    Shimmering Veils of Pride Card 7:
    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.
    Shimmering Veils of Pride Card 8:
    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.
    Shimmering Veils of Pride Card 9:
    Iron Golem
    RotR
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 22
    You may not play spells with the Attack trait.
    Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
    1. Cold
    2. Electricity
    3. FIre
    4. Ranged Combat
    Shimmering Veils of Pride Card 10:
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #5: Festering Maze of Sloth
    At This Location: You may play no more than 1 card per check, regardless of type.
    When Closing: Succeed at a Constitution or Fortitude 12 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Festering Maze of Sloth Card 1:
    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.
    Festering Maze of Sloth 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.
    Festering Maze of Sloth Card 3:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Festering Maze of Sloth Card 4:
    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.
    Festering Maze of Sloth Card 5:
    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.
    Festering Maze of Sloth 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.
    Festering Maze of Sloth Card 7:
    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.
    Festering Maze of Sloth Card 8:
    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.
    Festering Maze of Sloth Card 9:
    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.
    Festering Maze of Sloth Card 10:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.


    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 Nethys
    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: After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the
    Catacombs of Wrath.
    When you encounter a card at a location that has one of the listed
    allies displayed, you may display the ally next to your character. While
    you have a listed ally displayed next to your character, you may use
    its first power once per turn; do not banish, discard, or recharge it. For
    your give a card step, you may display the ally next to your location or
    next to another character at your location. If any of the named allies
    are displayed at the same location or are displayed next to characters
    that are at the same location, you lose the scenario.

    Using Augury to examine top 3 of location for (Monsters): Holy Candle (Item 0), Enchanter (Monster 1), Large Chest (Barrier 0)
    Shuffling location and putting Enchanter at the bottom

    Uliah explores the Catacombs of Wrath.
    Shuffled w/o Enchanter: 1d9 ⇒ 6

    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.

    Combat 18: 1d6 + 2 + 2 + 1d8 + 2 + 4 + 1d4 + 1 + 1 ⇒ (1) + 2 + 2 + (1) + 2 + 4 + (1) + 1 + 1 = 15

    Roll Details:

    Melee: 1d6+2+2
    Wyrmsmite (Reveal): 1d8+2
    Divine Commander Power (+Wis to Weapon): 4
    Reveal an Ally (Darb Tuttle): 1d4+1
    Banner of the Ancient Kings: 1

    Paizo re-roll the d8
    Combat 18: 1 + 2 + 2 + 1d8 + 2 + 4 + 1 + 1 + 1 ⇒ 1 + 2 + 2 + (1) + 2 + 4 + 1 + 1 + 1 = 15

    Burying Banner of the Ancient Kings for failing to defeat the Troll
    Recharging Wyrmsmite to reduce damage by 4 (to 0)

    Uliah attempts to recover all cards in his Recovery pile.
    Augury: Divine 8: 1d10 + 4 + 3 + 1d4 + 1 ⇒ (5) + 4 + 3 + (4) + 1 = 17 -> Augury recharged.

    Uliah wrote:

    Hand: Major Cure, Boneshatter, Covering Heavy Shield, Darb Tuttle (Level 6), Blessing of the Lord in Iron (Level 3), Orison (Level 1),

    Displayed:
    Deck: 14 Discard: 0 Buried: 1
    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)
    * Major Cure - Heal local character 1d4+1 cards, I heal 1
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * Darb Tuttle - Add 2d12 to local check to close/guard
    * 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): Divine Blaze, Hippogriff Fledgling (Level 4), Steal Soul, Verminbane Warhammer, Camel (Level 1), Iomedae's Justice (Level 1), Banudor, Horse (Level 1), Divine Insight, The Keep (Level 1), Retriever (Level 1), Blessing of Abadar (Level 2)
    Recharged: Wyrmsmite, Augury,
    Discard Pile:
    Buried Pile: Banner of the Ancient Kings,

    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 defeat Card 7 of Catacombs of Wrath (Troll)
    - Effectively shuffled location with no other effects (Augury, but then shuffle Troll back in)
    - Recharged Wyrmsmite, Augury
    - Buried Banner of the Ancient Kings

    Board Status
    Most Recent BR Refresh
    Conna the Wise - Runewell
    Morgiv - Ravenous Crypts of Gluttony
    Shalelu - Catacombs of Wrate
    Sajan, Uliah - Catacombs of Wrath 1-10 remain
    Ravenous Crypts of Gluttony 1-10 remain
    Zetha - Runewell 1-10 remain
    Shimmering Veils of Pride 1-10 remain
    Festering Maze of Sloth 1-10 remain


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

    ========================
    Sajan starts his turn.
    Hour: Blessing of Torag
    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:

  • After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
  • When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character.
    While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location.
    If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.

    Shuffle: 1d10 ⇒ 3

    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.

    Melee 16(10+6): 1d8 + 6 + 1d8 ⇒ (1) + 6 + (7) = 14

    Roll Details:

    Melee - 1d8+6
    Blessed - 1d8

    Elect to banish barrier

    Discard Hellknight to explore again
    shuffle(reroll 3): 1d10 ⇒ 6

    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.

    Melee 15(9+6): 1d8 + 6 + 1d10 + 5 + 1d8 ⇒ (2) + 6 + (7) + 5 + (4) = 24

    Roll Details:

    Melee - 1d8+6
    Flurry of Blows - 1d10+5
    Blessed - 1d8

    Recharge Pious Healer to activate flurry of blows
    Recharge Our Lord in Iron to bless

    Subtract 3 for Warlord Power, still passes

    Sajan wrote:

    HAND: Earthbreaker, Thieves' Tools, Naval Hero, Blessing of Cayden Cailean, Desna's Freedom

    DISPLAYED:
    Deck: 15 | Discards: 1 | 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
    Conna the Wise - Runewell
    Morgiv - Ravenous Crypts of Gluttony
    Shalelu - Catacombs of Wrate
    Sajan, Uliah - Catacombs of Wrath 1,2,4,5,7-10 remain
    Ravenous Crypts of Gluttony 1-10 remain
    Zetha - Runewell 1-10 remain
    Shimmering Veils of Pride 1-10 remain
    Festering Maze of Sloth 1-10 remain


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of Shelyn
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Ogre, Sinspawn Axeman
    Scenario Power: Bury the Sinspawn Axeman
    Display Phantom Steed
    Move: XX -> YY
    Location Powers: At the start of your turn, bury a card of your choice.
    Explore: Spyglass
    Wis 4: 1d4 ⇒ 4
    Acquired

    Recharge Samisen of Oracular Vision to examine next 3 cards at location:
    Heavy Crossbow
    Blessing of the Gods
    Augury

    Discard Blackwing Librarian to explore:

    Heavy Crossbow:

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

    Dex 7: 1d10 + 4 ⇒ (7) + 4 = 11

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.
    Discard Spyglass, Heavy Crossbow
    [u]Summary[/u]
    Acquired: Spyglass, Heavy Crossbow
    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: Cauterizing Blade, Riftwarden (Core), Robe of Runes, Seamantle, Blessing of Lamashtu, Augury (Core), Wings of Vengeance, Ogre,

    Displayed: Ahtez, Phantom Steed,
    Deck: 12 Discard: 3 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar, Cure (Core), Binder's Tome, Blessing of Sivanah, Blessing of Nethys, Bound Imp, Bound Magma Spirit, Blazing Servant, Toad, Bound Shadow Demon, Good Omen (Core)
    Recharged: Samisen of Oracular Vision,
    Discard Pile: Blackwing Librarian, Spyglass, Heavy Crossbow,
    Buried Pile: Sinspawn Axeman,

    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 ([X]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: After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the
    Catacombs of Wrath.

    When you encounter a card at a location that has one of the listed
    allies displayed, you may display the ally next to your character. While
    you have a listed ally displayed next to your character, you may use
    its first power once per turn; do not banish, discard, or recharge it. For
    your give a card step, you may display the ally next to your location or
    next to another character at your location. If any of the named allies
    are displayed at the same location or are displayed next to characters
    that are at the same location, you lose the scenario.

    Scenario Level (#): 6

    Turn: 4, Uliah/TheChu

    Random Cards:

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

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

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

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

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

    Spoiler:
    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:
    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:
    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.

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

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

    Armors
    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    Allies
    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:
    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:
    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:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Zetha/tcolmaster01
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Uliah/TheChu:
    Spoiler:
    Hourglass Card 3 Uliah/TheChu
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Sajan/Gimry:
    Spoiler:
    Hourglass Card 4 Sajan/Gimry
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 5 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 6 Uliah/TheChu:
    Spoiler:
    Hourglass Card 6 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 7 Sajan/Gimry:
    Spoiler:
    Hourglass Card 7 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 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.
    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 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 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Sajan/Gimry:
    Spoiler:
    Hourglass Card 13 Sajan/Gimry
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 14 Zetha/tcolmaster01
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 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 Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 17 Zetha/tcolmaster01
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 18 Uliah/TheChu:
    Spoiler:
    Hourglass Card 18 Uliah/TheChu
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 Sajan/Gimry:
    Spoiler:
    Hourglass Card 19 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 20 Zetha/tcolmaster01
    Blessing of 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 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 Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 23 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 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 Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 26 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 26 Zetha/tcolmaster01
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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: 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: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Uliah/TheChu, Sajan/Gimry,

    Shalelu Andosana:

    Ally
    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.

    Catacombs of Wrath Card 1:
    Redcap
    RotR
    Monster 4
    Traits:
    Fey
    To Defeat:
    Combat 17
    OR Divine 12
    If undefeated, shuffle the Redcap into a random open location deck.
    Catacombs of Wrath 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.
    Catacombs of Wrath Card 3:
    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 4:
    Holy Candle
    RotR
    Item B
    Traits:
    Divine
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
    Catacombs of Wrath Card 5:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Catacombs of Wrath 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.
    Catacombs of Wrath Card 7:
    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.
    Catacombs of Wrath Card 8:
    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.

    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:
    Morgiv:

    Ally
    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.

    Ravenous Crypts of Gluttony Card 1:
    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.
    Ravenous Crypts of Gluttony Card 2:
    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 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:
    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.
    Ravenous Crypts of Gluttony Card 5:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Ravenous Crypts of Gluttony Card 6:
    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.
    Ravenous Crypts of Gluttony Card 7:
    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.
    Ravenous Crypts of Gluttony Card 8:
    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.
    Ravenous Crypts of Gluttony Card 9:
    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.
    Ravenous Crypts of Gluttony Card 10:
    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.

    Location #3: Runewell
    At This Location: At the start of your turn, bury a card of your choice.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01,
    Conna the Wise:

    Ally
    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.

    Runewell Card 1 (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.
    Runewell Card 2 (Augury):
    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.
    Runewell Card 3:
    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.
    Runewell Card 4:
    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.
    Runewell Card 5:
    Nosferatu
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 25
    THEN Combat 27
    OR Wisdom
    Divine 19
    The Nosferatu is immune to the Mental and Poison traits.
    If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
    Runewell Card 6:
    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.
    Runewell Card 7:
    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.
    Runewell Card 8:
    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.

    Location #4: Shimmering Veils of Pride
    At This Location: When you succeed at a check, recharge a card.
    When Closing: Succeed at a Wisdom or Perception 12 check.
    When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Shimmering Veils of Pride 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.
    Shimmering Veils of Pride Card 2:
    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.
    Shimmering Veils of Pride Card 3:
    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.
    Shimmering Veils of Pride Card 4:
    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.
    Shimmering Veils of Pride Card 5:
    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.
    Shimmering Veils of Pride Card 6:
    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.
    Shimmering Veils of Pride Card 7:
    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.
    Shimmering Veils of Pride Card 8:
    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.
    Shimmering Veils of Pride Card 9:
    Iron Golem
    RotR
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 22
    You may not play spells with the Attack trait.
    Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
    1. Cold
    2. Electricity
    3. FIre
    4. Ranged Combat
    Shimmering Veils of Pride Card 10:
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #5: Festering Maze of Sloth
    At This Location: You may play no more than 1 card per check, regardless of type.
    When Closing: Succeed at a Constitution or Fortitude 12 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Festering Maze of Sloth Card 1:
    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.
    Festering Maze of Sloth 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.
    Festering Maze of Sloth Card 3:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Festering Maze of Sloth Card 4:
    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.
    Festering Maze of Sloth Card 5:
    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.
    Festering Maze of Sloth 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.
    Festering Maze of Sloth Card 7:
    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.
    Festering Maze of Sloth Card 8:
    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.
    Festering Maze of Sloth Card 9:
    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.
    Festering Maze of Sloth Card 10:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.


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

    ========================
    Uliah starts his turn.
    Hour: Blessing of Sarenrae
    Hour Power:No effect.
    Location: Catacombs of Wrath
    Location Power: You may attempt a Wisdom or Perception 7 check to evade a monster.
    Scenario Powers: After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
    When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.

    Uliah explores the Catacombs of Wrath.

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

    Divine 12: 1d10 + 4 + 3 + 1d4 + 1 ⇒ (5) + 4 + 3 + (4) + 1 = 17

    Roll Details:

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

    Discarding Orison to explore again

    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: 1d10 + 4 + 3 + 2d12 + 1d4 + 1 + 1d8 ⇒ (2) + 4 + 3 + (7, 12) + (2) + 1 + (8) = 39

    Roll Details:

    Divine: 1d10+4+3
    Boneshatter: 2d12
    Reveal an Ally (Darb Tuttle): 1d4+1
    Undead Bane (adds Magic Trait): 1d8

    AYA Ranged Combat: 1d4 ⇒ 1
    Reveal Covering Heavy Shield to reduce Ranged Combat to 0
    Attempting to close location

    Wrathful Sinspawn:
    RotR
    Henchman 1
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Before the encounter, succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    If defeated, you may immediately attempt to close this location.

    BYA Wisdom 6: 1d10 + 4 ⇒ (1) + 4 = 5

    Melee 10 (9+1): 1d6 + 2 + 2 + 1d4 + 1 ⇒ (1) + 2 + 2 + (1) + 1 = 7

    Roll Details:

    Melee: 1d6+2+2
    Reveal an Ally: 1d4+1

    Hero Point that
    Melee 10 (9+1): 1d6 + 2 + 2 + 1d4 + 1 ⇒ (2) + 2 + 2 + (3) + 1 = 10
    Location closed

    Uliah attempts to recover all cards in his Recovery pile.
    Boneshatter: Divine 14: 1d10 + 4 + 3 + 1d4 + 1 ⇒ (3) + 4 + 3 + (3) + 1 = 14 -> Boneshatter recharged.

    Uliah wrote:

    Hand: Major Cure, Covering Heavy Shield, Hippogriff Fledgling (Level 4), Darb Tuttle (Level 6), Retriever (Level 1), Blessing of the Lord in Iron (Level 3),

    Displayed:
    Deck: 13 Discard: 1 Buried: 1
    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)
    * Major Cure - Heal local character 1d4+1 cards, I heal 1
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * Darb Tuttle - Add 2d12 to local check to close/guard
    * 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): Camel (Level 1), Divine Blaze, Blessing of Abadar (Level 2), Steal Soul, Horse (Level 1), Verminbane Warhammer, The Keep (Level 1), Divine Insight, Iomedae's Justice (Level 1), Banudor
    Recharged: Wyrmsmite, Augury, Boneshatter,
    Discard Pile: Orison (Level 1),
    Buried Pile: Banner of the Ancient Kings,

    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 Catacombs of Wrath (Redcap, Baykok)
    - Closed Location
    - Discarded Orison
    - Recharged Bone Shatter

    Board Status
    Most Recent BR Refresh
    Conna the Wise - Runewell
    Morgiv - Ravenous Crypts of Gluttony
    Shalelu - Catacombs of Wrate
    Sajan, Uliah - Catacombs of Wrath CLOSED
    Ravenous Crypts of Gluttony 1-10 remain
    Zetha - Runewell 1-10 remain
    Shimmering Veils of Pride 1-10 remain
    Festering Maze of Sloth 1-10 remain


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

    ========================
    Sajan starts his turn.
    Hour: Blessing of 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:

  • After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
  • When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character.
    While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location.
    If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.

    Move to Festering Maze of Sloth

    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.

    Auto fail this. Discard Naval Hero 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.

    Melee 22: 1d8 + 6 + 1d12 + 1d8 + 1d8 ⇒ (6) + 6 + (9) + (2) + (8) = 31

    Roll Details:

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

    Use Uliah's Our Lord in Iron

    Acrobatics 14: 1d8 + 3 + 1d8 ⇒ (8) + 3 + (2) = 13

    Roll Details:

    Acrobatics - 1d8+3
    Blessed - 1d8

    Use Desna's Freedom to bless

    Paizo Reroll a d8
    Acrobatics 14: 8 + 3 + 1d8 ⇒ 8 + 3 + (7) = 18
    Use Power to prevent the Acid Damage

    Sajan wrote:

    HAND: Earthbreaker, Thieves' Tools, Gorum's Iron, Blessing of Cayden Cailean, Blessing of Gorum

    DISPLAYED:
    Deck: 14 | Discards: 2 | Bury Pile: 0
    Current Location: Festering Maze of Sloth
    Hero Points: 5
    Accessory Reroll Status: Used
    NOTES:


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

    Board Status

    Most Recent BR Refresh
    Conna the Wise - Runewell
    Morgiv - Ravenous Crypts of Gluttony
    Shalelu - Catacombs of Wrate

    Notes for Uliah: Used Blessing of the Lord in Iron

    Uliah - Catacombs of Wrath CLOSED
    Ravenous Crypts of Gluttony 1-10 remain
    Zetha - Runewell 1-10 remain
    Shimmering Veils of Pride 1-10 remain
    Sajan - Festering Maze of Sloth 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: Tickwood Boar, Frost Worm
    Start of turn: Bury Ogre
    Move: XX -> YY
    Location Powers: At the start of your turn, bury a card of your choice.
    Explore: Blessing of the Gods
    Auto Acquire. Discard it to explore:

    Augury (Known):

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

    Arcane 6: 1d10 + 3 ⇒ (1) + 3 = 4
    Fail, Banish

    Discard Augury and choose Spell.
    Corrosive Storm (Spell)
    Dancing Scimitar +2 (Weapon)
    Nosferatu (Villain)

    Shuffle location and put Corrosive Storm on top.

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.
    Augury Arcane 8: 1d10 + 3 ⇒ (9) + 3 = 12
    Zetha resets their hand.

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

    "

    Zetha wrote:

    Hand: Cauterizing Blade, Riftwarden (Core), Robe of Runes, Seamantle, Blessing of Lamashtu, Wings of Vengeance, Tickwood Boar, Frost Worm,

    Displayed: Ahtez, Phantom Steed,
    Deck: 13 Discard: 4 Buried: 2
    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): Toad, Blessing of Nethys, Bound Imp, Binder's Tome, Good Omen (Core), Cure (Core), Bound Magma Spirit, Blazing Servant, Blessing of Sivanah, Bound Shadow Demon, Blessing of Abadar
    Recharged: Samisen of Oracular Vision, Augury (Core),
    Discard Pile: Blackwing Librarian, Spyglass, Heavy Crossbow, Blessing of the Gods,
    Buried Pile: Sinspawn Axeman, 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 ([X]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: After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the
    Catacombs of Wrath.

    When you encounter a card at a location that has one of the listed
    allies displayed, you may display the ally next to your character. While
    you have a listed ally displayed next to your character, you may use
    its first power once per turn; do not banish, discard, or recharge it. For
    your give a card step, you may display the ally next to your location or
    next to another character at your location. If any of the named allies
    are displayed at the same location or are displayed next to characters
    that are at the same location, you lose the scenario.

    Scenario Level (#): 6

    Turn: 7, Uliah/TheChu

    Random Cards:

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

    Spoiler:
    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:
    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.

    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:
    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.

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

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

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

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

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

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

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


    Spoiler:
    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:
    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:
    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.

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

    Spoiler:
    Wand of 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:
    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:
    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:
    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.

    Allies
    Spoiler:
    Gyukak
    RotR
    Ally 6
    Traits:
    Giant
    Outsider
    Oni
    To Acquire:
    Charisma
    Diplomacy 14
    Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations.

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 Sajan/Gimry
    Blessing of Norgorber
    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 4 Sajan/Gimry:
    Spoiler:
    Hourglass Card 4 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 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.
    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 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 9 Uliah/TheChu:
    Spoiler:
    Hourglass Card 9 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 10 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 Sajan/Gimry
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 14 Zetha/tcolmaster01
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 15 Uliah/TheChu:
    Spoiler:
    Hourglass Card 15 Uliah/TheChu
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 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 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 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 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 Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 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 Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 23 Zetha/tcolmaster01
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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: Catacombs of Wrath
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Uliah/TheChu,

    Shalelu Andosana:

    Ally
    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.

    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:

    Morgiv:

    Ally
    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.

    Ravenous Crypts of Gluttony Card 1:
    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.
    Ravenous Crypts of Gluttony Card 2:
    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 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:
    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.
    Ravenous Crypts of Gluttony Card 5:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Ravenous Crypts of Gluttony Card 6:
    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.
    Ravenous Crypts of Gluttony Card 7:
    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.
    Ravenous Crypts of Gluttony Card 8:
    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.
    Ravenous Crypts of Gluttony Card 9:
    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.
    Ravenous Crypts of Gluttony Card 10:
    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.

    Location #3: Runewell
    At This Location: At the start of your turn, bury a card of your choice.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01,
    Conna the Wise:

    Ally
    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.

    Runewell Card 1 (Corrosive Storm):
    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.
    Runewell Card 2:
    Nosferatu
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 25
    THEN Combat 27
    OR Wisdom
    Divine 19
    The Nosferatu is immune to the Mental and Poison traits.
    If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
    Runewell Card 3:
    Frost Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Runewell Card 4:
    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.
    Runewell Card 5:
    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.
    Runewell Card 6:
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Location #4: Shimmering Veils of Pride
    At This Location: When you succeed at a check, recharge a card.
    When Closing: Succeed at a Wisdom or Perception 12 check.
    When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Shimmering Veils of Pride 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.
    Shimmering Veils of Pride Card 2:
    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.
    Shimmering Veils of Pride Card 3:
    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.
    Shimmering Veils of Pride Card 4:
    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.
    Shimmering Veils of Pride Card 5:
    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.
    Shimmering Veils of Pride Card 6:
    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.
    Shimmering Veils of Pride Card 7:
    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.
    Shimmering Veils of Pride Card 8:
    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.
    Shimmering Veils of Pride Card 9:
    Iron Golem
    RotR
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 22
    You may not play spells with the Attack trait.
    Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
    1. Cold
    2. Electricity
    3. FIre
    4. Ranged Combat
    Shimmering Veils of Pride Card 10:
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #5: Festering Maze of Sloth
    At This Location: You may play no more than 1 card per check, regardless of type.
    When Closing: Succeed at a Constitution or Fortitude 12 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Sajan/Gimry, None
    Festering Maze of Sloth Card 1:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Festering Maze of Sloth Card 2:
    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.
    Festering Maze of Sloth Card 3:
    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.
    Festering Maze of Sloth 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.
    Festering Maze of Sloth Card 5:
    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.
    Festering Maze of Sloth Card 6:
    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.
    Festering Maze of Sloth Card 7:
    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.
    Festering Maze of Sloth Card 8:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.


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

    ========================
    Uliah starts his turn.
    Hour: Blessing of Calistria
    Hour Power:No effect.
    Location: Catacombs of Wrath
    Location Power: You may attempt a Wisdom or Perception 7 check to evade a monster.
    Scenario Powers: After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
    When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.

    Uliah moves to the Ravenous Crypts of Gluttony.

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

    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.

    Auto-acquire, discarding Spyglass to examine top 2 cards of location: Warden of Wind (Monster 6), Baykok (Henchman). Putting Baykok on top

    Uliah wrote:

    Hand: Verminbane Warhammer, Banudor, Covering Heavy Shield, Hippogriff Fledgling (Level 4), Darb Tuttle (Level 6), Retriever (Level 1), Camel (Level 1), The Keep (Level 1),

    Displayed:
    Deck: 11 Discard: 2 Buried: 1
    Current Location: Ravenous Crypts of Gluttony
    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)
    * Banudor - Reload to add 1d8 to a local Craft or Disable check
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * Darb Tuttle - Add 2d12 to local check to close/guard
    * 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): Steal Soul, Divine Insight, Divine Blaze, Iomedae's Justice (Level 1), Horse (Level 1), Blessing of Abadar (Level 2)
    Recharged: Wyrmsmite, Augury, Boneshatter, Major Cure, Blessing of the Lord in Iron (Level 3),
    Discard Pile: Orison (Level 1), Spyglass,
    Buried Pile: Banner of the Ancient Kings,

    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 Ravenous Crypts of Gluttony
    - Acquired Card 1 of Ravenous Crypts of Gluttony (Spyglass)
    - Swapped Card 2 and Card 3 (Baykok is now on top)
    - Discarded Spyglass
    - Recharged Major Cure, Blessing of the Lord in Iron

    Board Status
    Most Recent BR Refresh
    Conna the Wise - Runewell
    Morgiv - Ravenous Crypts of Gluttony
    Shalelu - Catacombs of Wrate
    Catacombs of Wrath CLOSED
    Uliah - Ravenous Crypts of Gluttony 2-10 remain // 2=Baykok, 3=Warden of Wind
    Zetha - Runewell 1-6 remain // 1=Corrosive Storm
    Shimmering Veils of Pride 1-10 remain
    Sajan - Festering Maze of Sloth 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 Norgorber
    Hour Power:No effect.
    Location: Festering Maze of Sloth
    Location Power:You may play no more than 1 card per check, regardless of type.
    Adventure Powers:
    Scenario Powers:

  • After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
  • When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character.
    While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location.
    If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.

    Shadow:

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

    Combat 13: 1d8 + 6 + 1d10 + 1 ⇒ (5) + 6 + (8) + 1 = 20

    Roll Details:

    Combat(Melee) - 1d8+6
    Flurry of Blows - 1d10+1

    Recharge Gorums Iron to use Flurry of Blows (Need Magic). Played character card, so can't bless

    Discard Cayden Cailean to explore again

    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.

    Wisdom 12: 1d8 + 1 + 1d8 ⇒ (7) + 1 + (2) = 10

    Roll Details:

    Wisdom - 1d8+1
    Blessed - 1d8

    recharge Gorum to bless

    I tried

    Sajan wrote:

    HAND: Earthbreaker, Amulet of Furious Fists, Staff of Minor Healing, Thieves' Tools, Exalted

    DISPLAYED:
    Deck: 13 | Discards: 3 | Bury Pile: 0
    Current Location: Festering Maze of Sloth
    Hero Points: 5
    Accessory Reroll Status: Used
    NOTES:


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

    Board Status

    Most Recent BR Refresh
    Conna the Wise - Runewell
    Morgiv - Ravenous Crypts of Gluttony
    Shalelu - Catacombs of Wrate
    Catacombs of Wrath CLOSED
    Uliah - Ravenous Crypts of Gluttony 2-10 remain // 2=Baykok, 3=Warden of Wind
    Zetha - Runewell 1-6 remain // 1=Corrosive Storm
    Shimmering Veils of Pride 1-10 remain
    Sajan - Festering Maze of Sloth 3-8 remain


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

    Out of Turn Updates: None

    Turn - Hour: Blessing of the Gods
    Hour Rules: None
    SOT: Draw 2 RNG Monsters: Hag, Sneak
    Location Power: Bury Sneak.
    Move: XX -> YY
    Location Powers: At the start of your turn, bury a card of your choice.
    Explore: Corrosive Storm
    Blessing of Lamashtu, banish Hag to use Stealth
    Int/Arcane (Stealth) 12: 2d10 + 7 ⇒ (9, 6) + 7 = 22
    Acquired

    Banish Tickwood Boar to examine location: Nosferatu (Villain)

    Display Seamantle.

    Zetha ends their turn.
    Move to Shimmering Veils of Pride (Seamantle)
    Zetha attempts to recover all cards in their Recovery pile.

    Zetha resets their hand.

    [u]Summary[/u]
    Acquired: Corrosive Storm
    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: Cauterizing Blade, Riftwarden (Core), Robe of Runes, Cure (Core), Corrosive Storm, Bound Magma Spirit, Wings of Vengeance, Frost Worm,

    Displayed: Ahtez, Phantom Steed, Seamantle,
    Deck: 11 Discard: 5 Buried: 5
    Hero Points: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Hi I'm Zetha! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sivanah, Blessing of Nethys, Binder's Tome, Toad, Blessing of Abadar, Bound Imp, Good Omen (Core), Blazing Servant, Bound Shadow Demon
    Recharged: Samisen of Oracular Vision, Augury (Core),
    Discard Pile: Blackwing Librarian, Spyglass, Heavy Crossbow, Blessing of the Gods, Blessing of Lamashtu,
    Buried Pile: Sinspawn Axeman, Ogre, Sneak, Hag, Tickwood Boar,

    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 ([X]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: After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the
    Catacombs of Wrath.

    When you encounter a card at a location that has one of the listed
    allies displayed, you may display the ally next to your character. While
    you have a listed ally displayed next to your character, you may use
    its first power once per turn; do not banish, discard, or recharge it. For
    your give a card step, you may display the ally next to your location or
    next to another character at your location. If any of the named allies
    are displayed at the same location or are displayed next to characters
    that are at the same location, you lose the scenario.

    Scenario Level (#): 6

    Turn: 10, 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:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    Pit 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:
    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:
    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:
    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.

    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:
    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:
    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.

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

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

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

    Spoiler:
    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:
    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.

    Allies
    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:
    Sacred Killer
    RotR
    Ally 5
    Traits:
    Half-Orc
    Rogue
    To Acquire:
    Dexterity
    Stealth 11
    OR Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
    Discard this card to explore your current location.

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Gimry:
    Spoiler:
    Hourglass Card 1 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 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 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 8 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 8 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 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 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 11 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Zetha/tcolmaster01
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 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 Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Uliah/TheChu:
    Spoiler:
    Hourglass Card 15 Uliah/TheChu
    Blessing of 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 Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 17 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 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 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 20 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 20 Zetha/tcolmaster01
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Catacombs of Wrath
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Shalelu Andosana:

    Ally
    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.

    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: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Uliah/TheChu,

    Morgiv:

    Ally
    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.

    Ravenous Crypts of Gluttony 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.
    Ravenous Crypts of Gluttony Card 2 (Warden of Wind):
    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 3:
    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.
    Ravenous Crypts of Gluttony Card 4:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Ravenous Crypts of Gluttony Card 5:
    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.
    Ravenous Crypts of Gluttony Card 6:
    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.
    Ravenous Crypts of Gluttony Card 7:
    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.
    Ravenous Crypts of Gluttony Card 8:
    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.
    Ravenous Crypts of Gluttony Card 9:
    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.

    Location #3: Runewell
    At This Location: At the start of your turn, bury a card of your choice.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Conna the Wise:

    Ally
    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.

    Runewell Card 1 (Nosferatu):
    Nosferatu
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 25
    THEN Combat 27
    OR Wisdom
    Divine 19
    The Nosferatu is immune to the Mental and Poison traits.
    If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
    Runewell Card 2:
    Frost Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Runewell Card 3:
    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.
    Runewell Card 4:
    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.
    Runewell Card 5:
    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.

    Location #4: Shimmering Veils of Pride
    At This Location: When you succeed at a check, recharge a card.
    When Closing: Succeed at a Wisdom or Perception 12 check.
    When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/tcolmaster01, None
    Shimmering Veils of Pride 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.
    Shimmering Veils of Pride Card 2:
    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.
    Shimmering Veils of Pride Card 3:
    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.
    Shimmering Veils of Pride Card 4:
    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.
    Shimmering Veils of Pride Card 5:
    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.
    Shimmering Veils of Pride Card 6:
    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.
    Shimmering Veils of Pride Card 7:
    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.
    Shimmering Veils of Pride Card 8:
    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.
    Shimmering Veils of Pride Card 9:
    Iron Golem
    RotR
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 22
    You may not play spells with the Attack trait.
    Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
    1. Cold
    2. Electricity
    3. FIre
    4. Ranged Combat
    Shimmering Veils of Pride Card 10:
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #5: Festering Maze of Sloth
    At This Location: You may play no more than 1 card per check, regardless of type.
    When Closing: Succeed at a Constitution or Fortitude 12 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Sajan/Gimry, None
    Festering Maze of Sloth 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.
    Festering Maze of Sloth Card 2:
    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.
    Festering Maze of Sloth Card 3:
    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.
    Festering Maze of Sloth Card 4:
    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.
    Festering Maze of Sloth Card 5:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
    Festering Maze of Sloth Card 6:
    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.


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

    ========================
    Uliah starts his turn.
    Hour: Blessing of Irori
    Hour Power:No effect.
    Location: Ravenous Crypts of Gluttony
    Location Power: While you are here, your hand size is increased by 2.
    Scenario Powers: After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
    When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.

    Uliah explores the Ravenous Crypts of Gluttony.

    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 + 2 + 2 + 2d8 + 4 + 1d4 + 1 + 1d8 ⇒ (5) + 2 + 2 + (2, 3) + 4 + (1) + 1 + (8) = 28

    Roll Details:

    Melee: 1d6+2+2
    Banudor: 2d8
    Divine Commander Power (+Wis to Weapon): 4
    Reveal an Ally: 1d4+1
    Undead Bane (adds Magic Trait): 1d8

    Reload Banudor to ignore AYA
    Attempting to close location

    Wisdom 12: 1d10 + 4 + 2d12 ⇒ (5) + 4 + (6, 7) = 22

    Roll Details:

    Wisdom: 1d10+4
    Darb Tuttle: 2d12

    Location closed

    Uliah wrote:

    Hand: Verminbane Warhammer, Banudor, Steal Soul, Covering Heavy Shield, Hippogriff Fledgling (Level 4), Retriever (Level 1), Camel (Level 1), The Keep (Level 1),

    Displayed:
    Deck: 11 Discard: 2 Buried: 1
    Current Location: Ravenous Crypts of Gluttony
    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)
    * Banudor - Reload to add 1d8 to a local Craft or Disable check
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * The Keep (1) - Add 1 die to any check, or 2 dice against a barrier or to close
    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, Iomedae's Justice (Level 1), Blessing of Abadar (Level 2), Divine Insight, Horse (Level 1)
    Recharged: Wyrmsmite, Augury, Boneshatter, Major Cure, Blessing of the Lord in Iron (Level 3), Darb Tuttle (Level 6),
    Discard Pile: Orison (Level 1), Spyglass,
    Buried Pile: Banner of the Ancient Kings,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapon, Divine
    POWERS:
    - On your combat or Divine check, you may reveal a Mount card (☑ or an ally) to add 1d4 (☑ +1)(□+2).
    - At the end of your move step, you may recharge a Divine card (□ or an ally) to allow a local character to recharge a random card from their discards.
    - On your (□ or a local character's) check against an Undead bane, add 1d8 (□ +1) and the Magic trait.
    - ☑ When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand (☑ and at the start of your turn), draw the displayed card.
    - ☑ When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier.
    - Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat. Note this reward on your Chronicle sheet, and cross it off when used. Used: ☑

    End of Turn Summary:
    - Defeated Card 1 of Ravenous Crypts of Gluttony (Baykok)
    - Closed location
    - Recharged Darb Tuttle

    Board Status
    Most Recent BR Refresh
    Conna the Wise - Runewell
    Morgiv - Ravenous Crypts of Gluttony
    Shalelu - Catacombs of Wrate
    Catacombs of Wrath CLOSED
    Uliah - Ravenous Crypts of Gluttony CLOSED
    Runewell 1-5 remain // 1=Nosferatu
    Zetha - Shimmering Veils of Pride 1-10 remain
    Sajan - Festering Maze of Sloth 1-6 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 Torag
    Hour Power:No effect.
    Location: Festering Maze of Sloth
    Location Power:You may play no more than 1 card per check, regardless of type.
    Adventure Powers:
    Scenario Powers:

  • After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
  • When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character.
    While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location.
    If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.
    Start of turn, heal for 1 using Staff
    Sajan is healed for 1: (Naval Hero). Deck shuffled.

    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.

    I will not be able to close the location and defeat this guy with the available cards so just rolling with what I have

    Combat 24: 1d8 + 6 + 1d10 + 5 ⇒ (7) + 6 + (9) + 5 = 27

    Roll Details:

    Combat(Melee) - 1d8+6
    Flurry of Blows - 1d10+5

    Recharge Exalted to activate Flurry of Blows

    AYA Damage: 1d4 ⇒ 4
    Handwipe

    Not sure it's worth using Uliah's blessing for the close check. Probably will need Zetha to come over and close this location at some point.

    Sajan wrote:

    HAND: Pious Healer, Blessing of Gorum, Blessing of Milani, Blessing of Pharasma, Gorum's Iron

    DISPLAYED:
    Deck: 11 | Discards: 5 | Bury Pile: 0
    Current Location: Festering Maze of Sloth
    Hero Points: 5
    Accessory Reroll Status: Used
    NOTES:


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

    Board Status

    Most Recent BR Refresh
    Conna the Wise - Runewell
    Morgiv - Ravenous Crypts of Gluttony
    Shalelu - Catacombs of Wrate
    Catacombs of Wrath CLOSED
    Uliah - Ravenous Crypts of Gluttony CLOSED
    Runewell 1-5 remain // 1=Nosferatu
    Zetha - Shimmering Veils of Pride 1-10 remain
    Sajan - Festering Maze of Sloth 2-6 remain // No Henchman


  • 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: Shadow, Hill Giant
    Cure: 1d4 + 1 ⇒ (1) + 1 = 2
    RNG: 1d6 + 1d5 ⇒ (2) + (4) = 6
    Move: Festering Maze of Sloth
    Location Powers: You may play no more than 1 card per check, regardless of type.
    Explore: Mountaineer
    Banish Shadow to use Stealth
    Wis (Stealth) 10: 1d10 + 7 ⇒ (2) + 7 = 9
    Fail, banish.

    Banish Frost Worm to examine: Headband of Epic Intelligence

    Discard Riftwarden to explore:

    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.

    Int 7: 1d8 ⇒ 2
    Fail, banish.

    Banish Hill Giant to examine: Stampeding Aurochs

    Zetha ends their turn.

    Zetha attempts to recover all cards in their Recovery pile.
    Seamantle Discarded, unable to succeed in check to recharge
    Zetha resets their hand.

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

    "

    Zetha wrote:

    Hand: Cauterizing Blade, Blessing of Sivanah, Robe of Runes, Bound Shadow Demon, Corrosive Storm, Bound Magma Spirit, Toad, Wings of Vengeance,

    Displayed: Ahtez, Phantom Steed,
    Deck: 10 Discard: 5 Buried: 9
    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): Good Omen (Core), Blessing of Nethys, Spyglass, Blazing Servant, Blessing of Lamashtu, Blessing of Abadar, Augury (Core), Bound Imp, Samisen of Oracular Vision, Binder's Tome
    Recharged:
    Discard Pile: Blackwing Librarian, Riftwarden (Core), Heavy Crossbow, Blessing of the Gods, Seamantle,
    Buried Pile: Sinspawn Axeman, Ogre, Sneak, Hag, Tickwood Boar, Shadow, Cure (Core), Frost Worm, 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 ([X]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: After setting out the locations, display the ally Conna the Wise
    next to the Runewell; display the ally Morgiv next to the Ravenous
    Crypts of Gluttony, and display the ally Shalelu Andosana next to the
    Catacombs of Wrath.

    When you encounter a card at a location that has one of the listed
    allies displayed, you may display the ally next to your character. While
    you have a listed ally displayed next to your character, you may use
    its first power once per turn; do not banish, discard, or recharge it. For
    your give a card step, you may display the ally next to your location or
    next to another character at your location. If any of the named allies
    are displayed at the same location or are displayed next to characters
    that are at the same location, you lose the scenario.

    Scenario Level (#): 6

    Turn: 13, Uliah/TheChu

    Random Cards:

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

    Spoiler:
    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.

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

    Spoiler:
    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:
    Treachery Demon
    RotR
    Monster 5
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 21
    The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.
    Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.

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

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

    Spoiler:
    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:
    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:
    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.

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

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

    Armors
    Spoiler:
    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:
    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:
    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:
    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.

    Items
    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:
    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.

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

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

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

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

    Spoiler:
    Giant Badger
    RotR
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.

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

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

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

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

    Spoiler:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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: 17

    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 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 Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Zetha/tcolmaster01
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Uliah/TheChu:
    Spoiler:
    Hourglass Card 6 Uliah/TheChu
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 8 Zetha/tcolmaster01
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 9 Uliah/TheChu:
    Spoiler:
    Hourglass Card 9 Uliah/TheChu
    Blessing of Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Sajan/Gimry:
    Spoiler:
    Hourglass Card 10 Sajan/Gimry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Uliah/TheChu:
    Spoiler:
    Hourglass Card 12 Uliah/TheChu
    Blessing of 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 Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 14 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 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 Gozreh
    RotR
    Blessing 4
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Zetha/tcolmaster01:
    Spoiler:
    Hourglass Card 17 Zetha/tcolmaster01
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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: Catacombs of Wrath
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Shalelu Andosana:

    Ally
    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.

    Location #2: 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: Uliah/TheChu,

    Morgiv:

    Ally
    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.

    Location #3: Runewell
    At This Location: At the start of your turn, bury a card of your choice.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Conna the Wise:

    Ally
    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.

    Runewell Card 1 (Nosferatu):
    Nosferatu
    SoRu
    Villain 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 25
    THEN Combat 27
    OR Wisdom
    Divine 19
    The Nosferatu is immune to the Mental and Poison traits.
    If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
    Runewell Card 2:
    Frost Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Runewell Card 3:
    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.
    Runewell Card 4:
    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.
    Runewell Card 5:
    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.

    Location #4: Shimmering Veils of Pride
    At This Location: When you succeed at a check, recharge a card.
    When Closing: Succeed at a Wisdom or Perception 12 check.
    When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Shimmering Veils of Pride 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.
    Shimmering Veils of Pride Card 2:
    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.
    Shimmering Veils of Pride Card 3:
    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.
    Shimmering Veils of Pride Card 4:
    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.
    Shimmering Veils of Pride Card 5:
    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.
    Shimmering Veils of Pride Card 6:
    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.
    Shimmering Veils of Pride Card 7:
    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.
    Shimmering Veils of Pride Card 8:
    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.
    Shimmering Veils of Pride Card 9:
    Iron Golem
    RotR
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 22
    You may not play spells with the Attack trait.
    Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
    1. Cold
    2. Electricity
    3. FIre
    4. Ranged Combat
    Shimmering Veils of Pride Card 10:
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #5: Festering Maze of Sloth
    At This Location: You may play no more than 1 card per check, regardless of type.
    When Closing: Succeed at a Constitution or Fortitude 12 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Zetha/tcolmaster01, Sajan/Gimry, None
    Festering Maze of Sloth Card 1 (Stampeding Aurochs):
    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.
    Festering Maze of Sloth Card 2:
    Sinspawn Axeman
    RotR
    Monster 5
    Traits:
    Aberration
    Fighter
    To Defeat:
    Combat 19
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
    Festering Maze of Sloth Card 3:
    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.


    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: Ravenous Crypts of Gluttony
    Location Power: While you are here, your hand size is increased by 2.
    Scenario Powers: After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
    When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.

    Uliah moves to the Shimmering Veils of Pride 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 + 2 + 2 + 2d8 + 1d8 + 4 + 1d4 + 1 ⇒ (2) + 2 + 2 + (2, 6) + (7) + 4 + (1) + 1 = 27

    Roll Details:

    Melee: 1d6+2+2
    Banudor: 2d8
    Undead Bane (adds Magic Trait): 1d8
    Divine Commander Power (+Wis to Weapon): 4
    Reveal an Ally (Camel): 1d4+1

    Reloading Banudor ignores the AYA
    Recharging Verminbane Warhammer for location power after successful check
    Displaying Steal Soul after local monster has been defeated
    Attempting to close location

    Wisdom 12: 1d10 + 4 + 1d10 + 1d4 ⇒ (9) + 4 + (6) + (3) = 22

    Roll Details:

    Wisdom: 1d10+4
    Bless (The Keep): 1d10
    Steal Soul: 1d4

    Recharging Camel for location power after successful check
    Location closed
    Recover Banner of the Ancient Kings from buried (location power from closing) and display again

    Uliah wrote:

    Hand: Banudor, Divine Insight, Covering Heavy Shield, Hippogriff Fledgling (Level 4), Retriever (Level 1), Iomedae's Justice (Level 1),

    Displayed: Steal Soul, Banner of the Ancient Kings,
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Shimmering Veils of Pride
    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
    * Banudor - Reload to add 1d8 to a local Craft or Disable check
    * Covering Heavy Shield - Reduce local Combat damage by 1 (freely reveal)
    * Divine Insight - Add 2d6 to any check to defeat a barrier
    * 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): Blessing of Abadar (Level 2), Horse (Level 1), Divine Blaze
    Recharged: Wyrmsmite, Augury, Boneshatter, Major Cure, Blessing of the Lord in Iron (Level 3), Darb Tuttle (Level 6), Verminbane Warhammer, Camel (Level 1),
    Discard Pile: Orison (Level 1), Spyglass, 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:
    - Moved to Shimmering Veils of Pride
    - Defeated Card 1 of Shimmering Veils of Pride (Baykok)
    - Closed location
    - Discarded The Keep
    - Recharged Verminbane Warhammer, Camel
    - Displayed Steal Soul, Banner of the Ancient Kings

    Board Status
    Most Recent BR Refresh
    Conna the Wise - Runewell
    Morgiv - Ravenous Crypts of Gluttony
    Shalelu - Catacombs of Wrate
    Catacombs of Wrath CLOSED
    Ravenous Crypts of Gluttony CLOSED
    Runewell 1-5 remain // 1=Nosferatu
    Uliah - Shimmering Veils of Pride CLOSED
    Sajan, Zetha - Festering Maze of Sloth 1-3 remain // No Henchman, 1=Stampeding Aurochs


    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 Calistria
    Hour Power:No effect.
    Location: Festering Maze of Sloth
    Location Power:You may play no more than 1 card per check, regardless of type.
    Adventure Powers:
    Scenario Powers:

  • After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
  • When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character.
    While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location.
    If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.

    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.

    Dexterity 16: 1d8 + 1 + 1d8 + 1d8 ⇒ (7) + 1 + (2) + (7) = 17

    Roll Details:

    Dexterity - 1d8+1
    Double Blessed - 1d8+1d8

    Recharge Milani to double bless

    Just realized Iomedaes Justince is out
    Discard Pharasma to explore again

    Sinspawn Axeman:

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

    Combat 19: 1d8 + 6 + 1d10 + 5 + 1d12 ⇒ (4) + 6 + (6) + 5 + (5) = 26

    Roll Details:

    Combat(Melee) - 1d8+6
    Flurry of Blows - 1d10+5
    Iomedae's Justice - 1d12

    Use Uliah's Iomedaes Justice

    Sajan wrote:

    HAND: Ring of Energy Resistance, Lady Despair, Blessing of Gorum, Our Lord in Iron, Gorum's Iron

    DISPLAYED:
    Deck: 10 | Discards: 6 | Bury Pile: 0
    Current Location: Festering Maze of Sloth
    Hero Points: 5
    Accessory Reroll Status: Used
    NOTES:


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

    Board Status

    Most Recent BR Refresh
    Conna the Wise - Runewell
    Morgiv - Ravenous Crypts of Gluttony
    Shalelu - Catacombs of Wrate
    Catacombs of Wrath CLOSED
    Ravenous Crypts of Gluttony CLOSED
    Runewell 1-5 remain // 1=Nosferatu
    Uliah - Shimmering Veils of Pride CLOSED
    Sajan, Zetha - Festering Maze of Sloth 3 remain // No Henchman

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