Seoni RotR-EmpTyger |
Power Feat: For your combat check, you may discard a card to use your Arcane skill +1d6 +1 and add the Attack, Fire, and Magic traits. This counts as playing a spell.
Upgrading Item B Codex into Item 1 Binder’s Tome
Starting at Academy
What Seoni learned of runic magic could fill a book, but she could always learn more. She went to practice her new and improved firebolt.
Hand: Blessing of Pharasma 2 (discard to bless/double bless if spell is cast), Binder's Tome (reveal for +1d4 and Mental to local CHA/combat), Fire Snake, Mirror Image, Apprentice, Surgeon (recharge to heal 1 local),
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of Pharasma
Can use without asking: Blessing for storybane/closing/Boon 1; blessing if would recharge; Binder's Tome; Surgeon
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d6 [] +1 [] +2 [] +3
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +2
Powers:
Favored Card: Spell
Proficient with: Arcane
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell ([] or item) with the Arcane trait.
Hero Points: 0
Zontipicus Zonidu - Maelwys |
Twozee will follow Alahazra down to the Turtle Ferry, since they're up first.
Hand: Sling, Soothing Word, Magic Eye, Flame Staff, Cat, Leech, Targ,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Local Non-combat: (in order of preference) Reload Sling, Soothing Word, Magic Eye, Flame Staff for +1d4
Any Local Non-combat: (in order of preference) Recharge Cat, Leech for +1d8Movement: If my location closes, I'll recharge the next card on my reload list to move to the largest group of players
Middle of Deck (Unknown Order): Sands of the Hour, Troubadour, Quilted Cloth Armor, Blessing of Milani, Aid, Fox, Deflect, Charm Person, Mist Horn
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When you encounter a monster and there is another local character, you may discard a card from the top of your deck (☐ or reload a card), to evade it; that character encounters it.
On a local character's non-combat check, you may reload a card to add 1d4, or discard a card from the top of your deck (☑ or recharge an ally) to add 1d8.
Once per turn you may recharge a card to draw a card, then you may move to another location.
Targ:
Display at your location, and draw 4 new boons of different types and display them on this card. While displayed:
• When you move, display this card and any of its displayed boons at your new location.
• On a local character’s check, banish a displayed boon to add 1d4+ #.
• Instead of your first exploration on a turn, display a boon on this card to draw one that is displayed.
At the end of the scenario, draw any boons still displayed on this card.
Mythic Mother Myrtle |
Will start at Waterfront.
Hand: Blessing of the Elements 1, Sonic Blast, Tussah Silk Coat, Acid Flask (Core) 1, Fire Sneeze, Elixir of Energy Resistance,
Displayed:
Deck: 9 Discard: 0 Buried: 0
"Current Location: Waterfront
Hero Points:"
"NOTES:
Available Support: Support cards are available for use. Just leave me at least one way to fight.
Folio reroll UnusedElixir of Energy Resistance: Display next to a local character.
While displayed: When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.Fire Sneeze: Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
Acid Flask (Core): On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Movement: Move me to NA if my location closes.
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of the Elements 2, Researcher, Clockwork Servant (Core) 2, Acid Flask (Core) 2, Acid Arrow (Core), Elixir of Healing, Clockwork Servant (Core), Blast Stone (Core), Porcupine (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +1d4)
"Craft Wisdom +2"
"Survival Wisdom +2"
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
GM Qronos |
Didn't post my hand...
Hand: Blessing of the Gods 1, Researcher, Social Climber, Chronicler, Pyrotechnic Blast, Blessing of the Gods 2, Cure,
Displayed:
Deck: 8 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use, as are any skills that allow scrying.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of the Spellbound 2, Blessing of the Spellbound 3, Frigid Blast, Spellbook, Holy Light, Blessing of the Spellbound 1, Fire Snake, Ruby of Charisma
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location
deck
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the divine trait from your discard pile to your hand
If your combat check has the Attack trait, add 2 to it
Yoon The Eternal |
Start at Sandpoint Cathedral. Upgraded Posession to Searing Flesh. Hoping this increased hand size will improve my effectiveness.
Hand: Spellbook, Blessing of the Gods 1, Quarterstaff of Vaulting, Phantom Shield, Kami Medium, Augury,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Sandpoint Cathedral
Hero Points: 0
Shirt Reroll: Used
NOTES:
Available Support: Happy to lend any of my blessings to any others for any use! Can add d4 to local combat
Middle of Deck (Unknown Order): Blessing of the Spellbound 1, Spirit Surge, Fire Snake, Gom-Gom, Blessing of the Spellbound 2, Elemental Ascetic, Compass, Blessing of the Gods 2, Searing Flesh, Blessing of the Spellbound 3
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobaitcs: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 1, Alahazra/Qronos
Monsters
RotR
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
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.
RotR
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Barriers
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.
RotR
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
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.
RotR
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby
Weapons
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
RotR
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
RotR
Weapon C
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
RotR
Weapon C
Traits:
Bludgeoning
Elite
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
RotR
Spell B
Traits:
Arcane
Divine
Elite
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
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.
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.
RotR
Spell B
Traits:
Attack
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor C
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Items
RotR
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand
To Acquire:
Intelligence
Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
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.
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.
RotR
Item C
Traits:
Elite
Magic
Object
To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check.
Recharge this card to succeed at your Perception check.
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Allies
RotR
Ally 1
Traits:
Human
Shopkeeper
To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.
RotR
Ally C
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
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.
RotR
Ally B
Traits:
Elf
Scout
To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Blessings
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.
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.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Current Hour:
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hours Remaining: 29
Hourglass
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Pharasma
RotR
Blessing C
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.
Blessing of Erastil
RotR
Blessing C
Traits:
Divine
Erastil
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 combat 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
At This Location: At the end of your turn, you may move.
When Closing: Banish an item.
When Permanently Closed: On closing, draw a random item from the box.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Alahazra/Qronos, Zonipticus Zonidu/Maelwys, None
RotR
Item B
Traits:
Accessory
Elite
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Spell C
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
RotR
Item P
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster C
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.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Location #4: Sandpoint Cathedral
At This Location: If you defeat a monster, you may add a blessing from your discard pile to your hand.
When Closing: Banish either a blessing or Father Zantus.
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Yoon/eddiephlash, None
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.
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.
RotR
Spell B
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None
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.
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.
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
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.
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.
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.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
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.
Location #7: City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Hayato/dinketry, None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
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.
RotR
Item C
Traits:
Accessory
Elite
Magic
To Acquire:
Charisma
Diplomacy 5
Reveal this card to add 1 die to your Diplomacy check.
Recharge this card to succeed at your Diplomacy check.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
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.
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.
RotR
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12
The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Location #8: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
RotR
Spell C
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
Ranger
Bugbear
To Defeat:
Combat 8
Encounter Bruthazmus twice. Bruthazmus is defeated or undefeated based solely on the results of the second encounter.
If defeated, you may immedately attempt to close this location.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
RotR
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
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.
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.
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.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Alahazra - Q |
Alahazra starts exploring Turtleback Ferry...
Amulet of Fortitude
RotR
Item B
Traits:
Accessory
Elite
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Somewhat daunted by her lack of fortitude, and interested in this item as a potential offering when it's time to close the region, she gets help from ZZ.
Reloading a sling from ZZ
Con 5 check: 1d6 + 1d4 ⇒ (6) + (2) = 8 <--Success
New amulet in hand, she sends her chronicler out to explore more. He comes back SCREAMING, skeletons trailing behind him. She greets them with a Pyrotechnic Blast.
Skeleton Horde
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Ancient Skeleton Combat 8: 1d12 + 1 + 2 + 2d4 ⇒ (7) + 1 + 2 + (3, 3) = 16
There is a combat action here for ZZ to fight an Ancient Skeleton as well, but I'll continue my turn.
Uncomfortable exploring without an offensive spell, Alahazra glimpses the future for herself.
Recharge Blessing of the Gods1 to Scry Turtleback Ferry -> Reveals Goblin Warchanter
Even without her spells, she feels that her Charisma should carry her through the encounter and invites the Warchanter for tea. She sends her Social Climber to make introductions and puts on a nice pot of jasmine. Her researcher comes along to observe the Goblin's tastes.
Charisma 6 check: 1d12 + 2 + 1d6 ⇒ (12) + 2 + (5) = 19 <- Success
Discard Social Climber for exploration. Recharge Researcher for bonus, draw random ally: Ven Vinder.
Intrigued, Ven Vinder shows up. Delighted to be included in such an odd gathering, he runs off and returns with a gift.
Banish Ven Vinder, draw random item: Wand of Force Missile (classic)
Recharge Blessing of the Gods2 to Scry Turtleback Ferry Card 4 -> Reveals Goblin Raider
Largely exhuasted from fighting and socializing, she chooses to leave dealing with the Goblin Raider for another time.
Alahazra ends Her turn.
Alahazra attempts to recover all cards in Her Recovery pile.
Recharge: 1d12 + 1 + 2 ⇒ (8) + 1 + 2 = 11
Success on Pyrotechnic Blast
Alahazra resets Her hand.
Recap!
1. Free explore: Reload Sling from ZZ --> Acquire Amulet of Fortitude
2. Discard Chronicler to explore: Encounter Skeleton Horde --> Recharge Pyrotechnic Blast to defeat --> VICTORY
3. Recharge Blessing of Gods1 to scry Turtleback Ferry --> Reveal Goblin Warchanter
4. Discard Social Climber to explore: Encounter Goblin Warchanter --> Recharge Researcher --> Acquire Ven Vinder --> Banish Ven Vinder for Item --> Acquire Wand of Force Missile
5. Recharge Blessing of Gods2 to scry Turtleback Ferry --> Reveal Goblin Raider
6. Recharge Pyrotechnic Blast --> Success
7. Reset Hand
Hand: Fire Snake, Researcher, Amulet of Fortitude, Wand of Force Missile, Pyrotechnic Blast, Frigid Blast, Cure,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use, as are any skills that allow scrying.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of the Spellbound 3, Holy Light, Ruby of Charisma, Blessing of the Spellbound 1, Spellbook, Blessing of the Spellbound 2
Recharged: Pyrotechnic Blast, Researcher, Blessing of the Gods 1, Blessing of the Gods 2,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location
deck
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the divine trait from your discard pile to your hand
If your combat check has the Attack trait, add 2 to it
Zontipicus Zonidu - Maelwys |
Off-turn, reload Sling to boost Alahazra's check.
Summon and encounter Ancient Skeleton.
Reveal Flame Staff for combat.
Check to Defeat: Combat 8: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (1) = 14 - Defeated
Hand: Soothing Word, Magic Eye, Flame Staff, Cat, Leech, Targ,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Local Non-combat: (in order of preference) Reload Soothing Word, Magic Eye, Flame Staff for +1d4
Any Local Non-combat: (in order of preference) Recharge Cat, Leech for +1d8Movement: If my location closes, I'll recharge the next card on my reload list to move to the largest group of players
Middle of Deck (Unknown Order): Aid, Mist Horn, Charm Person, Troubadour, Sands of the Hour, Quilted Cloth Armor, Fox, Blessing of Milani, Deflect
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When you encounter a monster and there is another local character, you may discard a card from the top of your deck (☐ or reload a card), to evade it; that character encounters it.
On a local character's non-combat check, you may reload a card to add 1d4, or discard a card from the top of your deck (☑ or recharge an ally) to add 1d8.
Once per turn you may recharge a card to draw a card, then you may move to another location.
Targ:
Display at your location, and draw 4 new boons of different types and display them on this card. While displayed:
• When you move, display this card and any of its displayed boons at your new location.
• On a local character’s check, banish a displayed boon to add 1d4+ #.
• Instead of your first exploration on a turn, display a boon on this card to draw one that is displayed.
At the end of the scenario, draw any boons still displayed on this card.
Yoon The Eternal |
Ancient Skelly. Reveal Phantom Shield for Fort blast. Discard BotG to bless.
Combat 8: 2d10 + 3 + 1d8 ⇒ (4, 3) + 3 + (3) = 13 Defeated! Re-draw botg.
Hayato - Dinketry |
Off-turn updates: Ancient Skeleton encounter.
Melee (8) Check: 1d10 + 2 + 1 + 1d12 ⇒ (2) + 2 + 1 + (11) = 16 Using Earthbreaker. SUCCESS!
The samurai arrives at the front gates of the city just in time as a horde of diminutive skeletal forms descend upon Heptar in pursuit of the fleeing goblins. Hayato off-handedly repels the mindless few that attempt to breach the gates of the city while considering the ramifications of their presence.
The hour is Blessing of the Gods.
First (free) explore: Goblin Raider. Recharge Fireproof O-Yoroi for this. BYA Strength (6) Check: 1d10 + 1 + 1d6 ⇒ (9) + 1 + (5) = 15 SUCCESS! Bank random ally: Soldier. Summon Bandit for location closure.
Henchman
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.
Recharge Soldier to BYA thing. Use Naginata for this. Add bonus for first combat. Melee (8) Check: 1d10 + 2 + 1 + 2d8 + 1d6 ⇒ (4) + 2 + 1 + (5, 5) + (6) = 23 SUCCESS! Location closed. End turn.
City Gate location is closed.
Hayato reasons, as he bashes a small skeleton into pieces, that this explains why the goblins are fleeing, but the greater question remains: what is controlling these obvious mindless skeletons? With a start, he spies a flesh-and-blood human vagrant fleeing alongside some of the goblins. Hayato confirms that the soldiers at the gates have the situation in hand, then departs to attempt to catch and question the goblin conspirator.
Hand: Jinfu, Blessing of Gorum 1, Naginata, Earthbreaker (Core),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available. Local support for non-combat checks vs monsters, too.
Movement: Folio reroll unused.
Other: Hi; I'm Hayato! If recharging a card for support, please use armors first.
Middle of Deck (Unknown Order): Riding Horse, Nine-Ring Sword, Blessing of Sarenrae, Horn of Battle Clarity, Grizzled Mercenary, Portable Ram, Full Plate (Core), Blessing of the Samurai, Surgeon, Shieldsplitter Lance, Belkzen Battle Standard
Recharged: Fireproof O-Yoroi, Soldier,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Heavy Armors and Weapons
POWERS:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your ([X] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 3, Yoon/eddiephlash
Monsters
RotR
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
RotR
Monster C
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barriers
RotR
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
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.
RotR
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
WisdomPerceptionDexterityAcrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
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.
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.
RotR
Weapon B
Traits:
Axe
Elite
Melee
Slashing
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
RotR
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spells
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.
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.
RotR
Spell B
Traits:
Arcane
Divine
Elite
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
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.
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
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
RotR
Armor C
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
RotR
Item C
Traits:
Elite
Magic
Object
To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check.
Recharge this card to succeed at your Perception check.
RotR
Item B
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
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.
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.
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Allies
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
RotR
Ally C
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Elf
Scout
To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
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.
RotR
Ally P
Traits:
Cleric
Goblin
To Acquire:
Charisma
Diplomacy
Divine 7
Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song
Blessings
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.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hours Remaining: 27
Hourglass
Blessing of Pharasma
RotR
Blessing C
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.
Blessing of Erastil
RotR
Blessing C
Traits:
Divine
Erastil
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 combat 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
At This Location: At the end of your turn, you may move.
When Closing: Banish an item.
When Permanently Closed: On closing, draw a random item from the box.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Alahazra/Qronos, Zonipticus Zonidu/Maelwys, None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Spell C
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
RotR
Item P
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster C
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.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Location #4: Sandpoint Cathedral
At This Location: If you defeat a monster, you may add a blessing from your discard pile to your hand.
When Closing: Banish either a blessing or Father Zantus.
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Yoon/eddiephlash, None
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.
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.
RotR
Spell B
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None
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.
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.
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
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.
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.
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.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hayato/dinketry, None
Location #8: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
RotR
Spell C
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
Ranger
Bugbear
To Defeat:
Combat 8
Encounter Bruthazmus twice. Bruthazmus is defeated or undefeated based solely on the results of the second encounter.
If defeated, you may immedately attempt to close this location.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
RotR
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
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.
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.
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.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Seoni RotR-EmpTyger |
(During Alahazra’s turn)
Skeleton Horde: Summoning Ancient Skeleton
Traits:
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Discarding Apprentice as an Attack Fire Magic spell
Combat 8: 1d12 + 3 + 1d6 + 1 ⇒ (9) + 3 + (2) + 1 = 15
Ancient Skeleton is banished.
Recharging Surgeon to heal Apprentice
Her new firebolt gave an extra sizzle. Seoni sipped a minor healing potion as she studied the effects.
Hand: Blessing of Pharasma 2 (discard to bless/double bless if spell is cast), Binder's Tome (reveal for +1d4 and Mental to local CHA/combat), Fire Snake, Mirror Image,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of Pharasma
Can use without asking: Blessing for storybane/closing/Boon 1; blessing if would recharge; Binder's Tome
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d6 [] +1 [] +2 [] +3
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +2
Powers:
Favored Card: Spell
Proficient with: Arcane
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell ([] or item) with the Arcane trait.
Hero Points: 0
Mythic Mother Myrtle |
Mother Myrtle attempts to recover all cards in their Recovery pile.
Sonic Blast: Arcane 10: 1d12 + 1d4 + 1 ⇒ (3) + (3) + 1 = 7 -> Sonic Blast discarded.
Yoon The Eternal |
Start turn. Hour is Gorum. Explore: Frost Ray. Reveal Spellbook
Arcane 6: 1d8 + 1d4 ⇒ (8) + (4) = 12 Acquired!
Cast Augury, naming Monsters. Examine 3: Blessing of Gozreh, Aid, Snake. No monsters, so shuffle the deck. Discard BotG to explore again.
Shuffled location: 1d9 + 1 ⇒ (1) + 1 = 2: Blessing of Gozreh - That can't be right. Grab random one: Blessing of the Gods - Auto Acquired.
Discard new BotG to explore.
Shuffled location: 1d8 + 2 ⇒ (3) + 2 = 5: Goblin Warrior.
Adventure BYA.
Cha 6: 1d8 ⇒ 3 Failed. Fighting instead.
Reveal and discard Frost Ray.
Combat 9: 1d10 + 3 + 1d8 + 1d6 ⇒ (9) + 3 + (3) + (6) = 21: Success. Draw BotG.
Discard BotG to explore:
Shuffled location: 1d8 + 2 ⇒ (6) + 2 = 8: Blessing of the Gods. Auto-Acquired!
Discard new BotG to explore:
Shuffled location: 1d8 + 2 ⇒ (8) + 2 = 10: Goblin Warchanter.
Adventure BYA.
Cha 6: 1d8 ⇒ 5 Failed. Fighting instead.
Goblin's BYA Wis 8: 1d4 ⇒ 4 Auto-fail, no attack spells.
Only thing I can do is punch it. Ask for Hayato's Gorum (which recharges due to the hour). Discard top of deck for fire: Spirit Surge.
Combat 8: 3d4 + 2d4 ⇒ (1, 3, 3) + (2, 2) = 11 Success. Draw BotG.
Discard new BotG to explore:
Shuffled location: 1d7 + 2 ⇒ (4) + 2 = 6: Blessing of Pharasma.
Reveal spellbook.
Arcane 5: 1d8 + 1d4 ⇒ (6) + (4) = 10 Acquired!
Discard Kami to explore:
Shuffled location: 1d7 + 2 ⇒ (7) + 2 = 9: Spyglass.
Wis 4: 1d4 ⇒ 2: Banished.
Discard Spellbook to heal rando spell: Spirit Surge.
Yoon ends her turn.
Yoon attempts to recover all cards in her Recovery pile.
Augury: Arcane 8: 1d8 ⇒ 8 -> Augury recharged.
End turn. Reset hand, drawing 3, then setting aside 3 discards, burying Botg 3, and healing the rest.
Hand: Quarterstaff of Vaulting, Phantom Shield, Elemental Ascetic, Blessing of Pharasma, Blessing of the Spellbound 3, Blessing of the Spellbound 1,
Displayed:
Deck: 10 Discard: 3 Buried: 1
Current Location: Sandpoint Cathedral
Hero Points: 0
Shirt Reroll: Used
NOTES:
Available Support: Happy to lend any of my blessings to any others for any use! Can add d4 to local combat
Middle of Deck (Unknown Order): Blessing of the Gods 2, Fire Snake, Spellbook, Blessing of the Spellbound 2, Gom-Gom, Compass, Frost Ray, Searing Flesh
Recharged: Spirit Surge, Augury,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobaitcs: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 4, Zonipticus Zonidu/Maelwys
Monsters
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
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.
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.
RotR
Monster C
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.
RotR
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
Barriers
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
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.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
RotR
Barrier C
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
RotR
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom
Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
Weapons
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.
RotR
Weapon B
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
RotR
Weapon C
Traits:
Bludgeoning
Elite
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
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.
RotR
Spell C
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.
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.
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.
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
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
RotR
Armor C
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
RotR
Item C
Traits:
Accessory
Elite
Magic
To Acquire:
Charisma
Diplomacy 5
Reveal this card to add 1 die to your Diplomacy check.
Recharge this card to succeed at your Diplomacy check.
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.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
RotR
Item C
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Allies
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.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
RotR
Ally C
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.
RotR
Ally P
Traits:
Cleric
Goblin
To Acquire:
Charisma
Diplomacy
Divine 7
Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song
Blessings
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
RotR
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 26
Hourglass
Blessing of Erastil
RotR
Blessing C
Traits:
Divine
Erastil
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 combat 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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
At This Location: At the end of your turn, you may move.
When Closing: Banish an item.
When Permanently Closed: On closing, draw a random item from the box.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Alahazra/Qronos, Zonipticus Zonidu/Maelwys, None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Spell C
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
RotR
Item P
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster C
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.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Location #4: Sandpoint Cathedral
At This Location: If you defeat a monster, you may add a blessing from your discard pile to your hand.
When Closing: Banish either a blessing or Father Zantus.
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/eddiephlash, None
RotR
Spell B
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None
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.
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.
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
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.
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.
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.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hayato/dinketry, None
Location #8: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
RotR
Spell C
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
Ranger
Bugbear
To Defeat:
Combat 8
Encounter Bruthazmus twice. Bruthazmus is defeated or undefeated based solely on the results of the second encounter.
If defeated, you may immedately attempt to close this location.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
RotR
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
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.
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.
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.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Zontipicus Zonidu - Maelwys |
End of Yoon's turn
Recharge Soothing Word to draw Sling and move to Academy.
Turn 4, under the Blessing of Pharasma
Display Targ. Draw new Weapon, Armor, Spell, Ally to display on Targ. (Dogslicer +1/1, Elven Breastplate/1, Augury/B, Toad/1)
In place of free exploration, display Sling on Targ to draw Toad.
Send Magic Eye to Recovery to examine top three cards of the location. (Augury, Find Traps, Henchman)
Check to Recover: Magic Eye - Divine 9: 1d10 + 3 ⇒ (1) + 3 = 4 - Discarded
Draw 2 to reset my hand and end my turn.
Hand: Deflect, Mist Horn, Flame Staff, Cat, Leech, Toad,
Displayed: Targ, Targ: Dogslicer +1/1, Targ: Elven Breastplate/1, Targ: Augury/B, Targ: Sling,
Deck: 8 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Local Non-combat: (in order of preference) Recharge Toad, Cat, Leech for +1d8
Any Local Non-combat: (in order of preference) Reload Deflect, Mist Horn, Flame Staff for +1d4
Local Combat Damage: Recovery Deflect to reduce it by 4.
Local Any Damage: Display Mist Horn to reduce it by 1d4+1Movement: If my location closes, I'll recharge the next card on my reload list to move to the largest group of players
Middle of Deck (Unknown Order): Quilted Cloth Armor, Aid, Fox, Troubadour, Sands of the Hour, Blessing of Milani, Charm Person
Recharged: Soothing Word,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When you encounter a monster and there is another local character, you may discard a card from the top of your deck (☐ or reload a card), to evade it; that character encounters it.
On a local character's non-combat check, you may reload a card to add 1d4, or discard a card from the top of your deck (☑ or recharge an ally) to add 1d8.
Once per turn you may recharge a card to draw a card, then you may move to another location.
Targ:
Display at your location, and draw 4 new boons of different types and display them on this card. While displayed:
• When you move, display this card and any of its displayed boons at your new location.
• On a local character’s check, banish a displayed boon to add 1d4+ #.
• Instead of your first exploration on a turn, display a boon on this card to draw one that is displayed.
At the end of the scenario, draw any boons still displayed on this card.
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 5, Seoni/EmpTyger
Monsters
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.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barriers
RotR
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby
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.
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.
RotR
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Weapons
RotR
Weapon B
Traits:
Elite
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
RotR
Weapon C
Traits:
2-Handed
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
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.
RotR
Weapon C
Traits:
Dart
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 discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.
Spells
RotR
Spell C
Traits:
Acid
Arcane
Attack
Elite
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
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.
RotR
Spell B
Traits:
Attack
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Arcane
Divine
Elite
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Armors
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
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; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
Items
RotR
Item C
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
RotR
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand
To Acquire:
Intelligence
Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Item B
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
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
RotR
Ally C
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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.
RotR
Ally B
Traits:
Elf
Scout
To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Blessings
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
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:
RotR
Blessing C
Traits:
Divine
Erastil
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 combat 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: 25
Hourglass
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
At This Location: At the end of your turn, you may move.
When Closing: Banish an item.
When Permanently Closed: On closing, draw a random item from the box.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Alahazra/Qronos, None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Spell C
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
RotR
Item P
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster C
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.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Location #4: Sandpoint Cathedral
At This Location: If you defeat a monster, you may add a blessing from your discard pile to your hand.
When Closing: Banish either a blessing or Father Zantus.
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/eddiephlash, None
RotR
Spell B
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None
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.
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.
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
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.
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.
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.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hayato/dinketry, None
Location #8: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, Zonipticus Zonidu/Maelwys, None
RotR
Spell C
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
Ranger
Bugbear
To Defeat:
Combat 8
Encounter Bruthazmus twice. Bruthazmus is defeated or undefeated based solely on the results of the second encounter.
If defeated, you may immedately attempt to close this location.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
RotR
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
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.
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.
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.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Seoni RotR-EmpTyger |
Hourglass: Erastil o’clock
Exploring Academy 1: Augury
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.
Revealing Binder’s Tome
Arcane 6: 1d12 + 3 + 1d4 ⇒ (9) + 3 + (3) = 15
Augury is acquired
Seoni took advantage of the academic setting to take notes on Twozees’s divination technique.
Discarding Blessing of Pharasma to explore Academy 2: Find Traps
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.
Zonipticus reloads Deflect
WIS 6: 1d6 + 1d4 ⇒ (4) + (2) = 6
Find Traps is acquired
The sorcerer picked up another divination scroll for extra credit.
Ending turn. Resetting hand
Hand: Augury, Binder's Tome (reveal for +1d4 and Mental to local CHA/combat), Fire Snake, Mirror Image, Find Traps (banish to doublebless to defeat barrier), Bestiary of Garund,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes:
Ask before using:
Can use without asking: Binder's Tome; Find Traps
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d6 [] +1 [] +2 [] +3
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +2
Powers:
Favored Card: Spell
Proficient with: Arcane
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell ([] or item) with the Arcane trait.
Hero Points: 0
Summary:
Academy 1, 2 are acquired.
Zonipticus reloads Deflect.
Mythic Mother Myrtle |
Blessing of the Gods in effect.
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.
craft 5: 1d12 + 3 ⇒ (12) + 3 = 15
Discard Blessing of the Elements 1 to explore.
RotR
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
BYA ranged combat damage: 1d4 - 1 ⇒ (4) - 1 = 3
Recharge Tussah Silk Coat to prevent 2. Discard Acid Flask (Core) 1.
combat 8 +1 casting Fire Sneeze: 1d12 + 1d4 + 1d12 + 1 ⇒ (2) + (4) + (6) + 1 = 13
Potion of Healing myself: 1d4 ⇒ 4
Display Elixir of Energy Resistance.
Mother Myrtle ends their turn.
Mother Myrtle attempts to recover all cards in their Recovery pile.
Fire Sneeze: Arcane 8: 1d12 + 1d4 + 1 ⇒ (6) + (1) + 1 = 8 -> Fire Sneeze recharged.
Potion of Healing: Knowledge 7: 1d8 + 2 ⇒ (7) + 2 = 9 -> Potion of Healing recharged.
Mother Myrtle resets their hand.
Hand: Blessing of the Elements 2, Blessing of the Elements 1, Researcher, Elixir of Healing, Tussah Silk Coat, Blast Stone (Core),
Displayed: Elixir of Energy Resistance,
Deck: 9 Discard: 0 Buried: 0
"Current Location: Waterfront
Hero Points:"
"NOTES:
Available Support: Support cards are available for use. Just leave me at least one way to fight.
Folio reroll UnusedBlessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Movement: Move me to NA if my location closes.
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Acid Arrow (Core), Porcupine (Core), Acid Flask (Core) 2, Clockwork Servant (Core) 2, Acid Flask (Core) 1, Sonic Blast, Clockwork Servant (Core)
Recharged: Fire Sneeze, Potion of Healing,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +1d4)
"Craft Wisdom +2"
"Survival Wisdom +2"
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
Waterfront Card 1 acquired. Card 2 banished.
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 7, Alahazra/Qronos
Monsters
RotR
Monster C
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.
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.
RotR
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
RotR
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Barriers
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.
RotR
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby
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.
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.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
WisdomPerceptionDexterityAcrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
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.
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.
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
RotR
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon C
Traits:
2-Handed
Elite
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spells
RotR
Spell B
Traits:
Attack
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Spell C
Traits:
Acid
Arcane
Attack
Elite
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
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.
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
RotR
Armor B
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor C
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Items
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
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.
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.
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.
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
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
RotR
Ally 1
Traits:
Human
Shopkeeper
To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
RotR
Ally C
Traits:
Animal
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.
RotR
Ally C
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Blessings
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.
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.
RotR
Blessing C
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.
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.
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:
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: 23
Hourglass
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
At This Location: At the end of your turn, you may move.
When Closing: Banish an item.
When Permanently Closed: On closing, draw a random item from the box.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Alahazra/Qronos, None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Spell C
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
RotR
Item P
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster C
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.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Location #4: Sandpoint Cathedral
At This Location: If you defeat a monster, you may add a blessing from your discard pile to your hand.
When Closing: Banish either a blessing or Father Zantus.
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/eddiephlash, None
RotR
Spell B
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
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.
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.
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.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hayato/dinketry, None
Location #8: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, Zonipticus Zonidu/Maelwys, None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
Ranger
Bugbear
To Defeat:
Combat 8
Encounter Bruthazmus twice. Bruthazmus is defeated or undefeated based solely on the results of the second encounter.
If defeated, you may immedately attempt to close this location.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
RotR
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
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.
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.
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.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Alahazra - Q |
Alahazra knows what is coming, and strides the docks of the ferry, meeting the Goblin Raider before it begins pillaging.
Goblin Raider
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
"Ah, seems like it's time for more tea!"
Charisma 6: 1d12 + 1 + 2 ⇒ (5) + 1 + 2 = 8
The Goblin wanders away, convinced to leave without violence. A town Archer, expecting the worst, joins up with Alahazra once she realizes there will be no fighting.
Alahazra then pulls the Amulet of Fortitude from around her neck and holds it before her sightless eyes.
"Time to meet your destiny." With a bit of of will, she pulls the protective powers from the relic and uses it to ward the ferry. The amulet crumbles to dust. For her efforts the townsfolk award her with a Cape of Escape.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Done here, Alahazra looks into the possibilities presented by other locations.
Recharge Cure to Scry Waterfront and reveal: Ghoul
Recharge Frigid Blast to Scry Sandpoint Cathedral and reveal: Aid
Recharge Blessing of the Spellbound to Scry Town Square and reveal: Collapsed Ceiling
She then moves to the Town Square, a strange feeling of uncertainty in the back of her mind... Did she drain the right item? Should she have kept the Amulet of Fortitude for the barrier presented there? She knows she'll find out soon enough.
"
Hand: Fire Snake, Wand of Force Missile, Blessing of the Spellbound 1, Spellbook, Archer, Cape of Escape, Holy Light,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use, as are any skills that allow scrying.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Blessing of the Spellbound 3, Blessing of the Spellbound 2, Ruby of Charisma
Recharged: Pyrotechnic Blast, Researcher, Blessing of the Gods 1, Blessing of the Gods 2, Cure, Frigid Blast, Blessing of the Spellbound 1,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location
deck
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the divine trait from your discard pile to your hand
If your combat check has the Attack trait, add 2 to it
Hayato - Dinketry |
Off-turn updates: discard recharge Blessing of Gorum for Yoon's check.
Hayato jogs from the gates into the centre of town, looking high and low for the human he saw alongside the goblins. He does spy a human in the town square - his ally Alahazra. The samurai sheathes his blade and makes his way for the oracle - how does she get around without functional vision?
The hour is Blessing of Gorum. Move to Town Square.
First (free) explore: Collapsing Ceiling. Would Alahazra please discard Blessing of the Spellbound for this? Fortitude (8+1) Check: 2d8 + 2 ⇒ (3, 3) + 2 = 8 Urrrgh. Use Paizo reroll. Reroll (9) Check: 1d8 + 5 ⇒ (3) + 5 = 8 FAIL! Reload Jinfu to reduce damage by 1. End turn.
Collapsing Ceiling remains at top of Town Square.
Hayato thinks he sees Alahazra about to walk into a rickety-appearing scaffold. "Hang on!" he yells, hustling to help redirect the oracle. Unfortunately, his scabbard definitively jostles the scaffold, collapsing it, its contents, and the ceiling the workers were constructing down onto the samurai and the oracle.
Hand: Jinfu, Blessing of Sarenrae, Naginata, Earthbreaker (Core),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available. Local support for non-combat checks vs monsters, too.
Movement: Folio reroll used.
Other: Hi; I'm Hayato! If recharging a card for support, please use armors first.
Middle of Deck (Unknown Order): Blessing of the Samurai, Full Plate (Core), Horn of Battle Clarity, Nine-Ring Sword, Riding Horse, Portable Ram, Surgeon, Belkzen Battle Standard, Grizzled Mercenary, Shieldsplitter Lance
Recharged: Fireproof O-Yoroi, Soldier, Blessing of Gorum 1,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Heavy Armors and Weapons
POWERS:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your ([X] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 9, Yoon/eddiephlash
Monsters
RotR
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
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.
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.
RotR
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barriers
RotR
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom
Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
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.
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.
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.
RotR
Barrier C
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Weapons
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.
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.
RotR
Weapon C
Traits:
2-Handed
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
RotR
Weapon C
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
RotR
Weapon B
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
RotR
Spell B
Traits:
Attack
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
RotR
Spell C
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
Armors
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
RotR
Armor C
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
RotR
Item P
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
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.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Allies
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
RotR
Ally C
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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.
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Current Hour:
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: 21
Hourglass
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Hayato/dinketry, Alahazra/Qronos, None
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
Closed
When Permanently Closed: At the end of your turn, you may move.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
RotR
Monster C
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.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Location #4: Sandpoint Cathedral
At This Location: If you defeat a monster, you may add a blessing from your discard pile to your hand.
When Closing: Banish either a blessing or Father Zantus.
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/eddiephlash, None
RotR
Spell B
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
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.
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.
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.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, Zonipticus Zonidu/Maelwys, None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
Ranger
Bugbear
To Defeat:
Combat 8
Encounter Bruthazmus twice. Bruthazmus is defeated or undefeated based solely on the results of the second encounter.
If defeated, you may immedately attempt to close this location.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
RotR
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
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.
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.
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.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Yoon The Eternal |
Start turn. Hour is Lamashtu. Explore: Aid. Recharge Spellbound.
Wis 6: 2d4 ⇒ (2, 1) = 3 Fail, banished.
Discard Elemental Ascetic to explore: Gogmurt.
BYA Fire damage: 1d4 - 1 ⇒ (4) - 1 = 3 Ouch, discard all but shield.
First combat, reveal phantom shield to fort blast.
Combat 10: 1d10 + 3 + 1d8 ⇒ (10) + 3 + (4) = 17
Second combat, reveal and discard phantom shield to fort blast.
Combat 12: 1d10 + 3 + 1d8 + 1d6 ⇒ (4) + 3 + (3) + (6) = 16 Defeated! Add BotG1 to hand.
Sandpoint Cathedral Location auto closes, but there's at least two locations un-guarded, so Villain will escape.
Will post hand un spoilered once guards have been processed.
Alahazra - Q |
Alahazra sends the archer to guard the Town Square and bids them farewell, knowing they will not return.
Banish Archer to guard Town Square.
Yoon The Eternal |
End turn. Reset hand, drawing 5, then setting aside 5 discards, burying Kami Medium, and healing the rest.
Hand: Blessing of the Gods 1, Fire Snake, Compass, Spellbook, Blessing of the Gods 2, Searing Flesh,
Displayed:
Deck: 9 Discard: 3 Buried: 2
Current Location: Sandpoint Cathedral
Hero Points: 0
Shirt Reroll: Used
NOTES:
Available Support: Happy to lend any of my blessings to any others for any use! Can add d4 to local combat
Middle of Deck (Unknown Order): Spirit Surge, Frost Ray, Gom-Gom, Blessing of the Spellbound 1, Augury, Blessing of Pharasma, Blessing of the Spellbound 3, Blessing of the Spellbound 2, Quarterstaff of Vaulting
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobaitcs: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 10, Zonipticus Zonidu/Maelwys
Monsters
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Barriers
RotR
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
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.
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.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Weapons
RotR
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
RotR
Weapon C
Traits:
2-Handed
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
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.
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.
RotR
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Spells
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
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.
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.
RotR
Spell C
Traits:
Acid
Arcane
Attack
Elite
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Armors
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor C
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
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; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
Items
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.
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.
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.
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.
RotR
Item C
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Allies
RotR
Ally B
Traits:
Human
Mayor
To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Blessings
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: 20
Hourglass
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Hayato/dinketry, Alahazra/Qronos, None
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
Closed
When Permanently Closed: At the end of your turn, you may move.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Monster C
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.
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.
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.
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.
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 #4: Sandpoint Cathedral
Closed
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/eddiephlash, None
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
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.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
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.
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, Zonipticus Zonidu/Maelwys, None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
Ranger
Bugbear
To Defeat:
Combat 8
Encounter Bruthazmus twice. Bruthazmus is defeated or undefeated based solely on the results of the second encounter.
If defeated, you may immedately attempt to close this location.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
RotR
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
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.
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.
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.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Zontipicus Zonidu - Maelwys |
Off-turn, during Seoni's turn.
Reload Deflect.
Off-turn, during Yoon's turn.
Guard Academy (posted above).
Turn 10, under the Blessing of the Gods
Free Exploration - Academy #1: Bruthazmus
BYA Check to Defeat: Charisma 6: 1d10 + 1 + 1d4 ⇒ (4) + 1 + (1) = 6 - Defeated, draw new Ally (Mayor Kendra Deverin/B)
BYA Check to Defeat: Charisma 6: 1d10 + 1 + 1d4 ⇒ (2) + 1 + (4) = 7 - Defeated, draw new Ally (Soldier/B)
Choose not to close the location.
Didn't encounter a spell, free exploration - Academy #2: Potion of Ruggedness
Recharge Mayor Kendra for +1d8.
Check to Acquire - Intelligence 6: 1d6 + 1d8 ⇒ (6) + (2) = 8 - Acquired
Discard Soldier to explore - Academy #3: Fire Sneeze
Check to Acquire - Divine 6: 1d10 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12 - Acquired
Discard Cat to explore - Academy #4: Detect Evil
Check to Acquire - Divine 4: 1d10 + 3 + 1d4 ⇒ (5) + 3 + (2) = 10 - Auto-acquired
Send Detect Evil to recovery to examine Academy #5: Aldern Foxglove
Not a monster.
Discard Toad to explore - Academy #5: Aldern Foxglove
Check to Acquire - Diplomacy 4: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6 - Auto-acquired
Recharge Leech to heal: 1d4 - 1 ⇒ (4) - 1 = 3 cards.(Cat, Magic Eye, Toad). Deck shuffled.
Draw 1 to reset my hand and end my turn.
Hand: Fire Sneeze, Mist Horn, Flame Staff, Potion of Ruggedness, Cat, Aldern Foxglove,
Displayed: Targ, Targ: Dogslicer +1/1, Targ: Elven Breastplate/1, Targ: Augury/B, Targ: Sling/B,
Deck: 14 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Local Non-combat: (in order of preference) Recharge Aldern Foxglove, Cat for +1d8
Any Local Non-combat: (in order of preference) Reload Potion of Ruggedness, Fire Sneeze, Mist Horn, Flame Staff for +1d4
Any Local Check: (in oreder of preference) Banish Sling, Augury from Targ for +1d4+1
Local Any Damage: Display Mist Horn to reduce it for everybody here by 1d4+1Movement: If my location closes, I'll recharge the next card on my reload list to move to the largest group of players
Middle of Deck (Unknown Order): Leech, Mayor Kendra Deverin, Charm Person, Troubadour, Sands of the Hour, Soothing Word, Blessing of Milani, Quilted Cloth Armor, Deflect, Magic Eye, Detect Evil, Toad, Fox, Aid
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When you encounter a monster and there is another local character, you may discard a card from the top of your deck (☐ or reload a card), to evade it; that character encounters it.
On a local character's non-combat check, you may reload a card to add 1d4, or discard a card from the top of your deck (☑ or recharge an ally) to add 1d8.
Once per turn you may recharge a card to draw a card, then you may move to another location.
Targ:
Display at your location, and draw 4 new boons of different types and display them on this card. While displayed:
• When you move, display this card and any of its displayed boons at your new location.
• On a local character’s check, banish a displayed boon to add 1d4+ #.
• Instead of your first exploration on a turn, display a boon on this card to draw one that is displayed.
At the end of the scenario, draw any boons still displayed on this card.
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 11, Seoni/EmpTyger
Monsters
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.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Barriers
RotR
Barrier C
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
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.
RotR
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
RotR
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom
Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
Weapons
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.
RotR
Weapon B
Traits:
Elite
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
Spells
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.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell C
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.
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.
RotR
Spell B
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
RotR
Armor B
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor C
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
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; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
Items
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.
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.
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.
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.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Allies
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Elf
Scout
To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Blessings
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.
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.
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.
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.
RotR
Blessing 4
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Current Hour:
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: 19
Hourglass
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Hayato/dinketry, Zonipticus Zonidu/Maelwys, Alahazra/Qronos, None
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
Closed
When Permanently Closed: At the end of your turn, you may move.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Monster C
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.
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.
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.
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.
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 #4: Sandpoint Cathedral
Closed
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/eddiephlash, None
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
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.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
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.
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger, Zonipticus Zonidu/Maelwys, None
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.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Seoni RotR-EmpTyger |
Hourglass: Irori o’clock
Giving Find Traps to Zonipticus
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.
Moving to Junk Beach
Banishing Augury to recovery for items to examine Junk Beach 1: Goblin Raider, Junk Beach 2: Werewolf, Junk Beach 3: Shadow
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
Shuffling Junk Beach
Seoni passed the scroll to Twozees. “You probably can make more sense of this than I can. I’m going to go try to find traps a different way.”
The sorcerer did divine a goblin raider setting poison traps down at the beach. But her spell also revealed more sinister monsters lurking in the shadows.
Shuffled Junk Beach: 1d11 ⇒ 4
Exploring Junk Beach 4: Boots of Elvenkind
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.
DEX 5: 1d8 ⇒ 2
Boots of Elvenkind is banished
Unfortunately, the junk beach was living up to its reputation.
Ending turn. Recovery: Augury is recharged. Resetting hand
Hand: Apprentice, Binder's Tome (reveal for +1d4 and Mental to local CHA/combat), Fire Snake, Mirror Image, Blessing of the Spellbound 1 (discard to bless/recharge to bless Arcane/Divine), Bestiary of Garund,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes:
Ask before using: Blessing of the Spellbound
Can use without asking: Blessing for storybane/closing/Boon 1; blessing if would recharge; Binder's Tome
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d6 [] +1 [] +2 [] +3
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +2
Powers:
Favored Card: Spell
Proficient with: Arcane
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell ([] or item) with the Arcane trait.
Hero Points: 0
Summary:
Junk Beach 4 is banished.
Junk Beach is shuffled. (Contains Goblin Raider, Werewolf, Shadow)
Zonipticus receives Find Traps.
Seoni is at Junk Beach.
Mythic Mother Myrtle |
Blessing of the Gods in effect.
Move to Academy.
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.
Requesting ZZ recharge an ally.
dexterity 9 +1 discarding Blast Stone (Core) to add 2d4 and the fire trait, ZZ recharges an ally, recharging Blessing of the Elements 2 to bless: 2d4 + 1d8 + 2d4 ⇒ (1, 2) + (1) + (3, 3) = 10
draw random weapons: 1d4 ⇒ 4
Random weapons #1 Dagger +1, 2. Scimitar, 3. Warhammer +1, and 4. Longbow +1. Location effect free explore.
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.
BYA wisdom 8: 1d12 + 1 ⇒ (2) + 1 = 3
Discard Scimitar. Asking ZZ to banish a card from Targ to add to my combat.
combat 9 +1 revealing Dagger +1, recharging Dagger +1, aided by Binder's Tome, aided by ZZ: 1d4 + 2d4 + 1d4 + 1d4 + 2 ⇒ (3) + (3, 4) + (3) + (2) + 2 = 17
Discard Researcher to explore.
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
arcane 8: 1d12 + 1d4 + 1 ⇒ (11) + (4) + 1 = 16
Arcane 6 to close: 1d12 + 1d4 + 1 ⇒ (11) + (3) + 1 = 15
Elixir of Healing myself: 1d4 + 1 ⇒ (3) + 1 = 4
Mother Myrtle ends their turn. Discard Warhammer +1 and Longbow +1.
Mother Myrtle attempts to recover all cards in their Recovery pile.
Blast Stone (Core): Craft 6: 1d12 + 3 ⇒ (6) + 3 = 9 -> Blast Stone (Core) recharged.
Elixir of Healing: Craft 6: 1d12 + 3 ⇒ (7) + 3 = 10 -> Elixir of Healing recharged.
Mother Myrtle resets their hand.
Hand: Tussah Silk Coat, Blessing of the Elements 1, Fiery Glare, Sonic Blast, Scimitar, Potion of Healing,
Displayed: Elixir of Energy Resistance,
Deck: 12 Discard: 2 Buried: 0
"Current Location: Academy
Hero Points:"
"NOTES:
Available Support: Support cards are available for use. Just leave me at least one way to fight.
Folio reroll UnusedBlessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Movement: Move me to NA if my location closes.
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Dagger +1, Blessing of the Elements 2, Acid Flask (Core) 2, Researcher, Clockwork Servant (Core) 2, Acid Arrow (Core), Porcupine (Core), Acid Flask (Core) 1, Fire Sneeze, Clockwork Servant (Core)
Recharged: Blast Stone (Core), Elixir of Healing,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +1d4)
"Craft Wisdom +2"
"Survival Wisdom +2"
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
Academy card 3 acquired. Location closed.
Random weapons 1. Dagger +1, 2. Scimitar, 3. Warhammer +1, and 4. Longbow +1 acquired.
ZZ recharges an ally and banishes a card from Targ.
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 13, Alahazra/Qronos
Monsters
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
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.
RotR
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
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.
Barriers
RotR
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
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.
RotR
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby
RotR
Barrier C
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
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.
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.
RotR
Weapon C
Traits:
Bludgeoning
Elite
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon C
Traits:
2-Handed
Elite
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spells
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.
RotR
Spell B
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Attack
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor C
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
RotR
Item C
Traits:
Elite
Magic
Object
To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check.
Recharge this card to succeed at your Perception check.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
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.
RotR
Item B
Traits:
Book
Elite
Magic
To Acquire:
Intelligence
Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.
Recharge this card to succeed at your Knowledge check.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Allies
RotR
Ally P
Traits:
Cleric
Goblin
To Acquire:
Charisma
Diplomacy
Divine 7
Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song
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.
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.
RotR
Ally 1
Traits:
Human
Shopkeeper
To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.
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.
Blessings
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.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
RotR
Blessing B
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Hours Remaining: 17
Hourglass
Blessing of Zarongel
RotR
Blessing P
Traits:
Divine
Zarongel
To Acquire:
Constitution
Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Hayato/dinketry, Alahazra/Qronos, None
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
RotR
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
Closed
When Permanently Closed: At the end of your turn, you may move.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Seoni/EmpTyger, Goblin Raider, Werewolf, Shadow
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
RotR
Monster C
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.
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
Location #4: Sandpoint Cathedral
Closed
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/eddiephlash, None
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
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.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
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.
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: MotherMyrtle/Bigguyinblack, Zonipticus Zonidu/Maelwys, None
Zontipicus Zonidu - Maelwys |
Seoni's Turn: Receive Find Traps
Myrtle's Turn:
Recharge Aldern Foxglove to boost a check.
Banish Sling from Targ to boost a combat check.
After Myrtle Closes the Academy:
Recharge Potion of Ruggedness to draw 1 (Soothing Word) and move to Town Square.
Hand: Fire Sneeze, Soothing Word, Find Traps, Mist Horn, Flame Staff, Cat,
Displayed: Targ, Targ: Dogslicer +1/1, Targ: Elven Breastplate/1, Targ: Augury/B,
Deck: 15 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Local Non-combat: (in order of preference) Recharge Cat for +1d8
Any Local Non-combat: (in order of preference) Reload Fire Sneeze, Soothing Word, Find Traps, Mist Horn, Flame Staff for +1d4
Any Local Check: (in oreder of preference) Banish Augury from Targ for +1d4+1
Local Any Damage: Display Mist Horn to reduce it for everybody here by 1d4+1
Any Barrier Check: Recovery Find Traps to add 2 dice
Movement: If my location closes, I'll recharge the next card on my reload list to move to the largest group of players
Middle of Deck (Unknown Order): Detect Evil, Troubadour, Leech, Charm Person, Mayor Kendra Deverin, Deflect, Toad, Blessing of Milani, Sands of the Hour, Fox, Magic Eye, Aid, Quilted Cloth Armor
Recharged: Aldern Foxglove, Potion of Ruggedness,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When you encounter a monster and there is another local character, you may discard a card from the top of your deck (☐ or reload a card), to evade it; that character encounters it.
On a local character's non-combat check, you may reload a card to add 1d4, or discard a card from the top of your deck (☑ or recharge an ally) to add 1d8.
Once per turn you may recharge a card to draw a card, then you may move to another location.
Targ:
Display at your location, and draw 4 new boons of different types and display them on this card. While displayed:
• When you move, display this card and any of its displayed boons at your new location.
• On a local character’s check, banish a displayed boon to add 1d4+ #.
• Instead of your first exploration on a turn, display a boon on this card to draw one that is displayed.
At the end of the scenario, draw any boons still displayed on this card.
Alahazra - Q |
Unable to move, Alahazra is at least pleased to use the divination spell to help overcome the obstacle at the town square.
Collapsed Ceiling
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Thanks for the Find Traps, use!
Fort 9 check: 3d6 ⇒ (2, 2, 6) = 10 --> Success (barely)!
Discard Cape of Escape and Spellbook to draw better options.
"
Hand: Fire Snake, Holy Light, Wand of Force Missile, Blessing of the Spellbound 3, Ruby of Charisma, Blessing of the Spellbound 2, Pyrotechnic Blast,
Displayed:
Deck: 6 Discard: 5 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use, as are any skills that allow scrying.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): 0
Recharged: Researcher, Blessing of the Gods 1, Blessing of the Gods 2, Cure, Frigid Blast, Blessing of the Spellbound 1,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location
deck
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the divine trait from your discard pile to your hand
If your combat check has the Attack trait, add 2 to it
Hayato - Dinketry |
Off-turn updates: none.
As Hayato picks his way out of the collapsed rubble, Alahazra comes over to give him a hand. It's just as well that the blind oracle cannot see the samurai blushing furiously.
The hour is Blessing of Zarongel.
First (free) explore: Acolyte Diplomacy (6) Check: 1d6 + 1 ⇒ (4) + 1 = 5 FAIL! Banished. Recharge Jinfu to explore again.
Second explore: Siren. Ugh Recharge Naginata for a boost to this check. Could I please have Myrtle discard the Blessing of Elements for this? Wisdom (8) Check, Blessed: 2d6 + 1d6 ⇒ (4, 2) + (5) = 11 SUCCESS! Banished. Discard Blessing of Sarenrae to explore again.
Third explore: Enfeeble. Arcane (6) Check: 1d4 ⇒ 4 Auto-FAIL! Banished.
Town Square Cards #1, #2, and #3 are banished.
Hayato busies himself helping up others caught in the mishap, including an offended-looking religious sort carrying an odd-looking bird in its cage. "Truly, it was my error. Apologies," the warrior intones. The acolyte sniffs indignantly and limps away.
Hand: Shieldsplitter Lance, Grizzled Mercenary, Surgeon, Earthbreaker (Core),
Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Local support for non-combat checks vs monsters available.
Movement: Folio reroll used.
Other: Hi; I'm Hayato! If recharging a card for support, please use armors first.
Middle of Deck (Unknown Order): Belkzen Battle Standard, Nine-Ring Sword, Portable Ram, Blessing of the Samurai, Horn of Battle Clarity, Riding Horse, Full Plate (Core)
Recharged: Fireproof O-Yoroi, Soldier, Blessing of Gorum 1, Jinfu, Naginata,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Heavy Armors and Weapons
POWERS:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your ([X] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 15, Yoon/eddiephlash
Monsters
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.
RotR
Monster C
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Monster C
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.
RotR
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
Barriers
RotR
Barrier C
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.
RotR
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
RotR
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby
RotR
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom
Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
Weapons
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.
RotR
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
RotR
Weapon B
Traits:
Elite
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spells
RotR
Spell B
Traits:
Attack
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Spell C
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.
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.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor C
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor C
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Items
RotR
Item B
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
RotR
Item P
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
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.
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.
RotR
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand
To Acquire:
Intelligence
Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Allies
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.
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
RotR
Ally B
Traits:
Elf
Scout
To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
RotR
Ally 1
Traits:
Human
Shopkeeper
To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Blessings
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.
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.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Current Hour:
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: 15
Hourglass
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.
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Hayato/dinketry, Zonipticus Zonidu/Maelwys, Alahazra/Qronos, None
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
Closed
When Permanently Closed: At the end of your turn, you may move.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Seoni/EmpTyger, Goblin Raider, Werewolf, Shadow
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
RotR
Monster C
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.
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
Location #4: Sandpoint Cathedral
Closed
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/eddiephlash, None
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
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.
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
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.
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None
Hayato - Dinketry |
Off-turn updates: recharge Surgeon to heal Alahazra a single card.
Hand: Shieldsplitter Lance, Earthbreaker (Core), Grizzled Mercenary,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Local support for non-combat checks vs monsters available.
Movement: Folio reroll used.
Other: Hi; I'm Hayato! If recharging a card for support, please use armors first.
Middle of Deck (Unknown Order): Horn of Battle Clarity, Belkzen Battle Standard, Full Plate (Core), Blessing of the Samurai, Riding Horse, Nine-Ring Sword, Portable Ram
Recharged: Fireproof O-Yoroi, Soldier, Blessing of Gorum 1, Jinfu, Naginata, Surgeon,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Heavy Armors and Weapons
POWERS:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your ([X] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Yoon The Eternal |
Start turn. Move to Waterfront. Explore: Ilsoari Gandethus.
Cha 6: 1d8 ⇒ 3 Banished
Discard Compass to explore: Goblin Raider. Use BotG on BYA.
Cha 6: 2d8 ⇒ (4, 6) = 10 Defeated!
Draw random ally: Toad
Attempt to close location. Summon Bandit. BYA recharge Fire Snake. For combat, reveal Searing Flesh for Fort blast.
Combat 8: 1d10 + 3 + 1d8 ⇒ (7) + 3 + (3) = 13 Defeated!
Waterfront closed. Discard Searing Flesh. Discard Spellbook to heal spell: Searing Flesh.
End turn. Reset hand, drawing 4, then setting aside 4 discards, burying Elemental Ascetic, and healing the rest.
Hand: Toad, Blessing of the Gods 2, Blessing of the Spellbound 3, Blessing of the Spellbound 1, Quarterstaff of Vaulting, Spirit Surge,
Displayed:
Deck: 10 Discard: 2 Buried: 3
Current Location: Waterfront
Hero Points: 0
Shirt Reroll: Used
NOTES:
Available Support: Happy to lend any of my blessings to any others for any use! Can add d4 to local combat
Middle of Deck (Unknown Order): Compass, Fire Snake, Augury, Spellbook, Gom-Gom, Blessing of the Spellbound 2, Blessing of Pharasma, Blessing of the Gods 4, Searing Flesh, Frost Ray
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobaitcs: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 16, Zonipticus Zonidu/Maelwys
Monsters
RotR
Monster C
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
RotR
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Barriers
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
RotR
Barrier C
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.
RotR
Barrier C
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
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.
RotR
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom
Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
Weapons
RotR
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
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.
RotR
Weapon B
Traits:
Axe
Elite
Melee
Slashing
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon C
Traits:
Dart
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 discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spells
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.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
RotR
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
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.
RotR
Spell C
Traits:
Acid
Arcane
Attack
Elite
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Armors
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
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; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
Items
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.
RotR
Item P
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
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.
RotR
Item C
Traits:
Accessory
Elite
Magic
To Acquire:
Charisma
Diplomacy 5
Reveal this card to add 1 die to your Diplomacy check.
Recharge this card to succeed at your Diplomacy check.
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
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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.
RotR
Ally B
Traits:
Elf
Scout
To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Blessings
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
RotR
Blessing C
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Current Hour:
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: 14
Hourglass
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Hayato/dinketry, Zonipticus Zonidu/Maelwys, Alahazra/Qronos, None
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
Closed
When Permanently Closed: At the end of your turn, you may move.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Seoni/EmpTyger, Goblin Raider, Werewolf, Shadow
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
RotR
Monster C
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.
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
Location #4: Sandpoint Cathedral
Closed
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Yoon/eddiephlash, None
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None
Zontipicus Zonidu - Maelwys |
Off-turn - End of Alahazra's turn
Check to Recover: Find Traps - Divine 8: 1d10 + 3 ⇒ (1) + 3 = 4 - Discarded
Turn 16, under the Blessing of Lamashtu
Move to Junk Beach. Targ is displayed at Junk Beach.
Free Exploration - Junk Beach #1: Blessing of the Gods
Auto Acquired.
Discard Blessing of the Gods to explore - Junk Beach #2: Wand of Shield
Check to Acquire - Arcane 7: 1d10 + 2 + 1d4 ⇒ (1) + 2 + (4) = 7 - Acquired
Discard Cat to explore - Junk Beach #3: Werewolf
Not a full moon. Reveal Flame Staff 1d10+3+1d4. Discard Fire Sneeze for +1d8. Seoni reveals Binder's Tome for +1d4. Flame Staff invokes Magic, so Cat adds +1d4
Check to Defeat - Combat 13: 1d10 + 1d12 + 1d4 + 1d4 ⇒ (10) + (3) + (3) + (1) = 17 - Defeated
Send Soothing Word to Recovery to heal 1: (Soldier). Deck shuffled.
Check to Recover: Soothing Word - Divine 8: 1d10 + 3 + 1d4 ⇒ (9) + 3 + (3) = 15 - Recharged.
Draw 3 to reset my hand, and end my turn.
Hand: Deflect, Mist Horn, Flame Staff, Leech, Blessing of Milani, Wand of Shield,
Displayed: Targ, Targ: Dogslicer +1/1, Targ: Elven Breastplate/1, Targ: Augury/B,
Deck: 14 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Local Non-combat: (in order of preference) Recharge Leech for +1d8
Any Local Non-combat: (in order of preference) Reload Wand of Shield, Deflect, Mist Horn, Blessing of Milani, Flame Staff for +1d4
Any Local Check: (in order of preference) Banish Augury from Targ for +1d4+1
Local Combat Damage: Recovery Deflect to reduce it by 4
Local Any Damage: Display Mist Horn to reduce it for everybody here by 1d4+1
Any Non-combat Dex or Wisdom: Discard Milani to bless twice.
Movement: If my location closes, I'll recharge the next card on my reload list to move to the largest group of players
Middle of Deck (Unknown Order): Aldern Foxglove, Sands of the Hour, Magic Eye, Mayor Kendra Deverin, Fox, Troubadour, Aid, Charm Person, Soldier, Potion of Ruggedness, Toad, Quilted Cloth Armor, Detect Evil
Recharged: Soothing Word,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When you encounter a monster and there is another local character, you may discard a card from the top of your deck (☐ or reload a card), to evade it; that character encounters it.
On a local character's non-combat check, you may reload a card to add 1d4, or discard a card from the top of your deck (☑ or recharge an ally) to add 1d8.
Once per turn you may recharge a card to draw a card, then you may move to another location.
Targ:
Display at your location, and draw 4 new boons of different types and display them on this card. While displayed:
• When you move, display this card and any of its displayed boons at your new location.
• On a local character’s check, banish a displayed boon to add 1d4+ #.
• Instead of your first exploration on a turn, display a boon on this card to draw one that is displayed.
At the end of the scenario, draw any boons still displayed on this card.
Seoni RotR-EmpTyger |
Hourglass: Gods o’clock
Exploring Junk Beach 4: Throwing Axe
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
DEX 6: 1d8 ⇒ 7
Throwing Axe is acquired
Seoni found a corpse with an axe sticking out of its head. “Sharp.”
Discarding Apprentice to explore Junk Beach 5: Magic Shield
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
CON 6: 1d6 ⇒ 1
Magic Shield is banished
She ignored the corpse’s shield. Clearly it didn’t help.
Discarding Blessing of the Spellbound to explore Junk Beach 6: Shadow
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.
Discarding Throwing Axe as an Attack Fire Magic spell
Combat 13: 1d12 + 3 + 1d6 + 1 ⇒ (6) + 3 + (3) + 1 = 13
Shadow is banished
Seoni recognized an ominous shadow emerging from the corpse. “And you know what else shields don’t help against? Firebolts.”
Ending turn. Resetting hand
Hand: Sage, Binder's Tome (reveal for +1d4 and Mental to local CHA/combat), Fire Snake, Mirror Image, Cape of Escape, Bestiary of Garund,
Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes:
Ask before using:
Can use without asking: Binder's Tome
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d6 [] +1 [] +2 [] +3
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +2
Powers:
Favored Card: Spell
Proficient with: Arcane
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell ([] or item) with the Arcane trait.
Hero Points: 0
Summary:
Junk Beach 4 is acquired.
Junk Beach 5, 6 are banished.
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 18, MotherMyrtle/Bigguyinblack
Monsters
RotR
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
RotR
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
RotR
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barriers
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
RotR
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
RotR
Barrier C
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Weapons
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.
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.
RotR
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
RotR
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
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.
RotR
Spell 1
Traits:
Arcane
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Spell C
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.
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
RotR
Armor C
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
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; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
RotR
Armor C
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
RotR
Armor B
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Items
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.
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.
RotR
Item C
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
RotR
Item C
Traits:
Elite
Magic
Object
To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check.
Recharge this card to succeed at your Perception check.
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
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.
RotR
Ally B
Traits:
Elf
Scout
To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
RotR
Ally 1
Traits:
Human
Shopkeeper
To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.
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.
Blessings
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.
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.
RotR
Blessing C
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Current Hour:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 12
Hourglass
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Hayato/dinketry, Alahazra/Qronos, None
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
Closed
When Permanently Closed: At the end of your turn, you may move.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, Zonipticus Zonidu/Maelwys, Goblin Raider
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.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
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.
Location #4: Sandpoint Cathedral
Closed
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Yoon/eddiephlash, None
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None
Mythic Mother Myrtle |
Off turn discard Blessing of the Elements 1 for Hayato.
Blessing of the Gods in effect.
Move to Junk Beach.
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.
ZZ reloads Wand of Shield.
wisdom 9 +1 aided by ZZ: 1d12 + 1d4 + 1 ⇒ (5) + (4) + 1 = 10
Free explore for defeating Ambush.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
ZZ reloads Defllect.
scenario effect charisma 6 aided by ZZ: 1d6 + 1d4 ⇒ (5) + (2) = 7
Defeated. Draw random ally #1 Ameiko Kaijitsu. Summon and encounter Poison Trap to close. Requesting Yoon's Blessing of the Gods and ZZ reloading Mist Horn.
dexterity 5 blessed by the Gods, aided by ZZ: 2d4 + 1d4 ⇒ (4, 2) + (3) = 9
random items added to location on close: 1d6 ⇒ 5
Draw random item #1 Spyglass.. Location effect banish it for Random item #2 Potion of Energy Resistance.
Potion of Healing on Alahazra: 1d4 ⇒ 4
Mother Myrtle ends their turn. Discard Ameiko Kaijitsu, Potion of Energy Resistance, and Scimitar.
Mother Myrtle attempts to recover all cards in their Recovery pile.
Potion of Healing: Knowledge 7: 1d8 + 2 ⇒ (8) + 2 = 10 -> Potion of Healing recharged.
Hand: Fiery Glare, Sonic Blast, Tussah Silk Coat, Clockwork Servant (Core), Researcher, Acid Flask (Core) 1,
Displayed: Elixir of Energy Resistance,
Deck: 10 Discard: 6 Buried: 0
"Current Location: Junk Beach
Hero Points:"
"NOTES:
Available Support: Support cards are available for use. Just leave me at least one way to fight.
Folio reroll UnusedClockwork Servant: On a local Intelligence or Craft check, recharge to add 1d6.
Acid Flask (Core): On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
Movement: Move me to NA if my location closes.
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Porcupine (Core), Fire Sneeze, Clockwork Servant (Core) 2, Acid Arrow (Core), Blessing of the Elements 2, Acid Flask (Core) 2, Dagger +1
Recharged: Blast Stone (Core), Elixir of Healing, Potion of Healing,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3
"Fortitude Constitution +1"
"Knowledge Intelligence +2"
(Arcane: Wisdom +1d4)
"Craft Wisdom +2"
"Survival Wisdom +2"
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill ([X] +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
Junk Beach is closed. 4 random items are shuffled in.
Random ally #1 Ameiko Kaijitsu and random item #2 Potion of Energy Resistance acquired. Random item #1 banished.
Yoon discards Blessing of the Gods.
ZZ reloads 3 cards.
Alahazra heals for 4.
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
During This Scenario: All non-villain banes with the Goblin trait gain the power “Before you act, succeed at a Strength or Charisma 6 check to defeat this bane and draw a random ally from the box.”
Scenario Level (#): 1
Turn: 19, Alahazra/Qronos
Monsters
RotR
Monster C
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
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.
RotR
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12
The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
RotR
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Barriers
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.
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.
RotR
Barrier C
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.
RotR
Barrier C
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
WisdomPerceptionDexterityAcrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
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.
RotR
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
RotR
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
RotR
Weapon B
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
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.
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.
RotR
Spell C
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
RotR
Spell C
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
RotR
Armor C
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
RotR
Armor B
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor C
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor C
Traits:
Elite
Heavy Armor
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Items
RotR
Item C
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.
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.
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.
RotR
Item C
Traits:
Elite
Magic
Object
To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check.
Recharge this card to succeed at your Perception check.
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Allies
RotR
Ally P
Traits:
Cleric
Goblin
To Acquire:
Charisma
Diplomacy
Divine 7
Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song
RotR
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
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.
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
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.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
RotR
Blessing C
Traits:
Desna
Divine
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Current Hour:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: 11
Hourglass
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.
Blessing of Gorum
RotR
Blessing C
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 combat 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.
Blessing of Calistria
RotR
Blessing C
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing of Iomedae
RotR
Blessing C
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.
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.
Blessing of Shelyn
RotR
Blessing C
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.
Location #1: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Hayato/dinketry, Alahazra/Qronos, None
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.
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.
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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Location #2: Turtleback Ferry
Closed
When Permanently Closed: At the end of your turn, you may move.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Junk Beach
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 4 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger, MotherMyrtle/Bigguyinblack, Zonipticus Zonidu/Maelwys
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.
RotR
Item P
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
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.
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.
Location #4: Sandpoint Cathedral
Closed
When Permanently Closed: When you end your turn here, you may attempt a Wisdom 6 check to recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Yoon/eddiephlash, None
RotR
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
Location #6: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
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.
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.
RotR
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Location #7: City Gate
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Academy
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Seoni RotR-EmpTyger |
1 person marked this as a favorite. |
(During Myrtle’s turn)
Potion of Healing: Blessing of Pharasma, Apprentice, Blessing of the Spellbound, Throwing Axe are healed
“Do we really all look alike?” But the sorcerer chugged the potion anyway.
Hand: Sage, Binder's Tome (reveal for +1d4 and Mental to local CHA/combat), Fire Snake, Mirror Image, Cape of Escape, Bestiary of Garund,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Ask before using:
Can use without asking: Binder's Tome
Strength d4 [] +1
Dexterity d8 [] +1 [] +2 [] +3
Constitution d6 [] +1 [] +2
Intelligence d6 [] +1 [] +2 [] +3
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +2
Powers:
Favored Card: Spell
Proficient with: Arcane
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell ([] or item) with the Arcane trait.
Hero Points: 0
Zontipicus Zonidu - Maelwys |
Myrtle's turn, reload three cards to buff her checks.
Hand: Flame Staff, Leech, Blessing of Milani,
Displayed: Targ, Targ: Dogslicer +1/1, Targ: Elven Breastplate/1, Targ: Augury/B,
Deck: 17 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Any Local Non-combat: (in order of preference) Recharge Leech for +1d8
Any Local Non-combat: (in order of preference) Reload Flame Staff, Blessing of Milani for +1d4
Any Local Check: (in order of preference) Banish Augury from Targ for +1d4+1
Any Non-combat Dex or Wisdom: Discard Milani to bless twice.
Movement: If we want to win, I'll recharge Flame Staff or Leech to move to Mill and play Blessing of Milani to attempt a guard. Otherwise I'll keep buffing any checks to acquire a Tier 1 item here.
Middle of Deck (Unknown Order): Fox, Aid, Potion of Ruggedness, Sands of the Hour, Troubadour, Toad, Magic Eye, Detect Evil, Soldier, Mayor Kendra Deverin, Quilted Cloth Armor, Aldern Foxglove, Charm Person
Recharged: Soothing Word,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When you encounter a monster and there is another local character, you may discard a card from the top of your deck (☐ or reload a card), to evade it; that character encounters it.
On a local character's non-combat check, you may reload a card to add 1d4, or discard a card from the top of your deck (☑ or recharge an ally) to add 1d8.
Once per turn you may recharge a card to draw a card, then you may move to another location.
Targ:
Display at your location, and draw 4 new boons of different types and display them on this card. While displayed:
• When you move, display this card and any of its displayed boons at your new location.
• On a local character’s check, banish a displayed boon to add 1d4+ #.
• Instead of your first exploration on a turn, display a boon on this card to draw one that is displayed.
At the end of the scenario, draw any boons still displayed on this card.
Alahazra - Q |
Alahazra, feeling refreshed by her friends, begins to explore the town square, committed to being a BIT smarter about it this time.
Free first explore -> Discover 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.
Divine 6 Check to Acquire: 1d12 + 2 + 1 ⇒ (6) + 2 + 1 = 9
The spell enters her mind, fitting comfortably. "Might as well teach the birds to fly, or the fires to burn," she says with a smile.
She opens her senses to the Town Square, looking for Monsters
Cast Augury for "Monsters."
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.
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.
Rat Swarm
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
The items get shuffled back in, and the Rats will go to the Bottom of the pile
Discard Blessing of the Spellbound to explore
Explore random town card: 1d4 ⇒ 2
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.
Recharge Ruby of Charisma for Check 8: 1d12 ⇒ 10 SUCCESS!
"What would I even do with these?" She asks Hayato, rhetorically, before casting them aside and continuing her search.
Discard Spiked Chain to Explore via Town Square rules
Explore random town card: 1d3 ⇒ 1
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.
Intelligence 4 Check: 1d6 ⇒ 6 SUCCESS
She considers the potion, deeming it a better eventual offering than the Wand of Arcane Force, and uses the energy in the wand to further her exploration efforts.
Discard Wand to explore via Town Square rules
Explore random town card: 1d2 ⇒ 1
Goblin Raider
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
She clasps her hands together in excitement. "Oh, it's you! Wonderful, please stay here while I get the tea..."
BYA Charisma 6 check: 1d12 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Success! Add Acolyte to hand
With a new practiced motion, she drains the magical energy from the Potion of Energy Resistance, banishing it and warding the Town Square.
Banish Potion of Energy Resistance to close Town Square. Recharge Pyrotechnic Blast and draw Social Climber according to location closing rules
As a last act, she uses her remaining Blessing of the Spellbound to scry the mill.
Recharge Blessing of Spellbound to scry mill, revealing Goblin Raider.
Goblin Raider
RotR
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
She happily goes to put on another kettle.
Recharge Augury 8: 1d12 + 2 + 1 ⇒ (1) + 2 + 1 = 4 Success. Discard instead.
RECAP!
Free first explore -> Discover Augury
Cast Augury for "Monsters" -> Discover Rats and put on bottom of deck -> Discover Spiked Chain and Potion of Energy Resist and shuffle back in
Discard Blessing of the Spellbound to explore -> Encounter Spiked Chain -> Recharge Ruby of Charisma to Acquire (Success)
Discard Spiked Chain to Explore via Town Square rules -> Encounter Potion of Energy Resistance -> Acquire
Discard Wand to explore via Town Square rules -> Encounter Goblin Raider -> BYA Charima check (Succeed) -> Draw Acolyte
Banish Potion of Energy Resistance to close Town Square -> Recharge Pyro Blast and draw Social Climber
Recharge Blessing of Spellbound to scry mill, revealing Goblin Raider
Augury Recharge -> Success instead
"
Hand: Fire Snake, Social Climber, Blessing of the Gods 1, Cure, Spellbook, Holy Light, Acolyte,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use, as are any skills that allow scrying.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Chronicler, Researcher, Frigid Blast, Blessing of the Gods 2, Cape of Escape, Blessing of the Spellbound 1
Recharged: Ruby of Charisma, Blessing of the Spellbound 2, Pyrotechnic Blast, Augury,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Light Armors
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location
deck
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the divine trait from your discard pile to your hand
If your combat check has the Attack trait, add 2 to it
Hayato - Dinketry |
Off-turn updates: recharge Surgeon to heal Alahazra.
The hour is Blessing of Desna. Move to Mill.
"You have a friend at the old mill who would like to join us for tea?" Hayato queries the goblin in response as he hands him a full tea cup. "Why don't I go and see if we can have him join us?" The samurai stands up and goes to invite the tea-sipping goblin's friend.
First (free) explore: Goblin Raider. Strength (6) Check: 1d10 + 1 ⇒ (6) + 1 = 7 SUCCESS! Banish henchman and draw Poog of Zarongel.
Closure of Mill - would Twozees please discard Blessing of Milani? Dexterity (8) Check, Blessed x2: 3d6 ⇒ (5, 2, 6) = 13 SUCCESS!
Twozees discards [b]Blessing of Milani - thank you![/b]
Mill is closed.
"Oh? Your other friends want to come along as well?" A stampede of goblins erupts from the interior of the mill, threatening the samurai's footing with their clamouring for 'cuppa teas'. "Who knew goblins were so keen for tea?" Hayato muses to himself.
Hand: Shieldsplitter Lance, Earthbreaker (Core), Grizzled Mercenary, Belkzen Battle Standard,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Local support for non-combat checks vs monsters available.
Movement: Folio reroll used.
Other: Hi; I'm Hayato! If recharging a card for support, please use armors first.
Middle of Deck (Unknown Order): Portable Ram, Blessing of the Samurai, Full Plate (Core), Riding Horse, Nine-Ring Sword, Horn of Battle Clarity
Recharged: Fireproof O-Yoroi, Soldier, Blessing of Gorum 1, Jinfu, Naginata, Surgeon,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Heavy Armors and Weapons
POWERS:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your ([X] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).