[ACG] BR Dinketry and the Shield of Rannick (Pathfinder Infinite Runelords Variant)

Game Master dinketry

A Complete ACG Variant of the Rise of the Runelords Set


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deck handler

Blessing of the Gods in effect.

Passing Fire Sneeze to Alahazra.

Move to Farmhouse.

Card 1 is Sihedron Medallion. Send it to the bottom of the deck and summon Ghoul Scarecrow.

Ghoul Scarecrow:

Henchman
Type: Monster
Traits: Ghoul Undead
To Defeat: Combat 11
The Ghoul Scarecrow is immune to the Mental and Poison traits. If undefeated, reset your hand and end your turn. If defeated, you may immediately attempt to close this location.

combat 11 using Acid Flask (Core) 1: 1d12 + 2d4 + 3 ⇒ (7) + (4, 1) + 3 = 15

Per scenario rules end turn.

Mother Myrtle ends their turn.

Mother Myrtle attempts to recover all cards in their Recovery pile.
Acid Flask (Core) 2: Craft 6: 1d12 + 3 ⇒ (3) + 3 = 6 -> Acid Flask (Core) 2 recharged.

Mother Myrtle resets their hand.

Mother Myrtle wrote:

Hand: Acid Arrow (Core), Tussah Silk Coat, Acid Flask (Core) 1, Blessing of the Elements 2, Blessing of the Elements 1, Elixir of Healing,

Displayed: Elixir of Energy Resistance,
Deck: 7 Discard: 1 Buried: 0
"Current Location: Farmhouse
Hero Points:"
"NOTES:
Available Support: Support cards are available for use. Just leave me at least one way to fight.
Folio reroll Unused

Fire Sneeze: Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.

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.

Acid Arrow (Core): On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.

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!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sonic Blast, Clockwork Servant (Core) 2, Porcupine (Core), Researcher, Blast Stone (Core), Clockwork Servant (Core)
Recharged: Acid Flask (Core) 2,
Discard Pile: Potion of Healing,
Buried Pile:
"
Skills and Powers:
SKILLS
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.

Farmhouse card 1 recharged.

Alahazra passed Fire Sneeze.

Grand Lodge

During This Adventure:

Spoiler:
During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

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: When all locations are closed, summon and build the Farmhouse location. Shuffle the Sihedron Medallion loot card into the Farmhouse location. If you would encounter the Sihedron Medallion and there are other cards at the Farmhouse location, put the Sihedron Medallion at the bottom of the location and summon and encounter a Ghoul Scarecrow henchman. The Farmhouse location may not be closed.

You win when the Sihedron Medallion is the only card at the Farmhouse.

Additional Rules:

Ghoul Scarecrow:

Henchman
Type: Monster
Traits: Ghoul Undead
To Defeat: Combat 11
The Ghoul Scarecrow is immune to the Mental and Poison traits. If undefeated, reset your hand and end your turn. If defeated, you may immediately attempt to close this location.

Scenario Level (#): 1

Turn: 22, Alahazra/Qronos

Random Cards:

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

Spoiler:
Shadow
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.

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

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

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

Barriers
Spoiler:
Explosive Runes
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.

Spoiler:
Large Chest
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.

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

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

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

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

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

Spoiler:
Deathbane Light Crossbow +1
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.

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

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

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

Spoiler:
Fiery Glare
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.

Spoiler:
Aid
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.

Spoiler:
Fire Sneeze
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


Spoiler:
Find Traps
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.

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

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

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

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

Spoiler:
Magic Shield
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.

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

Spoiler:
Amulet of Fortitude
RotR
Item B
Traits:
Accessory
Elite
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

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

Spoiler:
Crown of Charisma
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.

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

Allies
Spoiler:
Poog of Zarongel
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


Spoiler:
Snake
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.

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

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 8

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/dinketry:
Spoiler:
Hourglass Card 1 Hayato/dinketry
Blessing of Iomedae
RotR
Blessing B
Traits:
Divine
Iomedae
To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 2 Yoon/eddiephlash:
Spoiler:
Hourglass Card 2 Yoon/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Zonipticus Zonidu/Maelwys:
Spoiler:
Hourglass Card 3 Zonipticus Zonidu/Maelwys
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 Seoni/EmpTyger:
Spoiler:
Hourglass Card 4 Seoni/EmpTyger
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 5 MotherMyrtle/Bigguyinblack
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Alahazra/Qronos:
Spoiler:
Hourglass Card 6 Alahazra/Qronos
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Hayato/dinketry:
Spoiler:
Hourglass Card 7 Hayato/dinketry
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 8 Yoon/eddiephlash:
Spoiler:
Hourglass Card 8 Yoon/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Location #2: Temple
Closed
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Scarnetti Manor
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Scarnetti Manor Card 1:
Potion of Ghostly Form
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

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

Location #5: The Old Light
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Qronos, Spectre

Location #6: Warrens
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hayato/dinketry, Yoon/eddiephlash, Seoni/EmpTyger, Zonipticus Zonidu/Maelwys, Belkzen Battle Standard (+1 to all combats)

Location #7: Woods
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #8: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: MotherMyrtle/Bigguyinblack, None

Farmhouse Card 1:
Bunyip
RotR
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Farmhouse Card 2:
Potion of Gracefulness
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Farmhouse Card 3:
Longbow +1
RotR
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Farmhouse Card 4:
Soldier
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Farmhouse Card 5:
Ambush
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
WisdomPerceptionDexterityAcrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Farmhouse Card 6:
Potion of Ruggedness
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Farmhouse Card 7:
Goblin Commando
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Farmhouse Card 8:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Farmhouse Card 9:
Holy Candle
RotR
Item B
Traits:
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Farmhouse Card 10 (Sihedron Medallion):
Sihedron Medallion
RotR
Loot 1
Type: Item
Traits:
Accessory
Magic
Sihedron
To Acquire:

Discard this card to reduce damage dealt to you by 4.
Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.


Seoni's Turn
Recharge Ilsaori and Fox to buff.

End of Myrtle's Turn
Recharge Mist Horn to draw 1 (Flame Staff) and move to Farmhouse

Zonipticus Zonidu wrote:

Hand: Aid, Flame Staff, Blessing of Milani, Blessing of Lamashtu,

Displayed: Targ, Targ: Scorching Ray/Spell 1, Targ: Snake/B, Targ: Sling, Quilted Cloth Armor,
Deck: 12 Discard: 3 Buried: 2
Hero Points: 0
NOTES:
Available Support: Any check: Recovery Aid for +1d4+1
Any Local Check: Banish Sling from Targ for +1d4+1
Any non-combat Dex or Wis check: Discard Blessing of Milani to bless twice.
Any check to defeat a monster: Discard Blessing of Lamashtu to bless twice.
Movement: If my location closes, I'll recharge the next card on my reload list to move to the most populated location

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Good Omen, Cat, Snake, Soothing Word
Recharged: Potion of Healing, Holy Light, Leech, Shield of Fire Resistance, Sands of the Hour, Ilsoari Gandethus, Fox, Mist Horn,
Discard Pile: Blessing of Sarenrae, Magic Eye, Troubadour,
Buried Pile: Blessing of Calistria, Charm Person,

Skills and Powers:
SKILLS
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.


Oracle: Deck Handler

Alahazra begins to explore the farmhouse, anxious to reclaim the medallion for the party, and is set upon by a dreadful beast.

Farmhouse Card 1: Bunyip:

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

BYA 9 Wisdom check is an autofail

So sudden is the ambush that Alahazra finds herself off guard, desperately channeling cold at the creature.

combat 10 (Adding Blessing of Spellbound): 1d12 + 2 + 1 + 2 + 1d12 ⇒ (11) + 2 + 1 + 2 + (6) = 22

Combat Success! Recharged Blessing of Spellbound 2

Her fear amplifies her power and the Bunyip is frozen in place. Now without a means of defending herself, she takes a moment to heal the stress of the day...

Cure: 1d4 + 1 ⇒ (4) + 1 = 5

...Before making some adjustments to her mind and accessories.
Discard Dagger +1, Recharge Blessing of Gods to Scry location.

Scry reveals Potion of Gracefulness

Recharge Frigid Blast 9: 1d12 + 2 + 1 ⇒ (1) + 2 + 1 = 4 FAIL!

Recharge Cure 9: 1d12 + 2 + 1 ⇒ (8) + 2 + 1 = 11 SUCCESS!
"

Alahazra wrote:

Hand: Fire Snake, Blessing of the Spellbound 3, Researcher, Holy Light, Magical Child, Blessing of the Gods 2, Fire Sneeze,

Displayed:
Deck: 8 Discard: 2 Buried: 1
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!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pyrotechnic Blast, Blessing of the Spellbound 1, Blessing of the Spellbound 2, Acolyte, Blessing of the Gods 1, Ruby of Charisma, Riftwarden, Cure
Recharged:
Discard Pile: Dagger +1, Frigid Blast,
Buried Pile: Spellbook,

Skills and Powers:
SKILLS
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

"

Grand Lodge

Hayato the Sorcerer (just kidding)

Off-turn updates: recharge Surgeon for Yoon.

Hayato's eyes widen at the appearance of the farmhouse deep within the warrens' cave. "This IS some fell magic," he wonders.

The hour is Blessing of Iomedae.

First (free) explore: Potion of Gracefulness. I'll request Alahazra to discard Blessing of the Gods for this. Intelligence (6) Check, Blessed: 2d6 ⇒ (4, 1) = 5 FAIL! Arrrgh. Banished. Recharge Fireproof O-Yoroi. End turn.

The bulky samurai attempts to enter the farmhouse but the multiple weapon handles prove a liability, knocking glass off of shelves to break onto the floor.

Farmhouse Card #2 banished.
Belkzen Battle Standard displayed at Warrens.
Alahazra discarded her Blessing of the Gods - thanks!

Hayato wrote:

Hand: Shieldsplitter Lance, Champion's Do-Maru, Earthbreaker (Core), Blessing of Gorum,

Displayed: Belkzen Battle Standard,
Deck: 9 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing and 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.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Samurai, Portable Ram, Riding Horse, Naginata
Recharged: Jinfu, Horn of Battle Clarity, Nine-Ring Sword, Surgeon, Fireproof O-Yoroi,
Discard Pile: Blessing of Sarenrae, Grizzled Mercenary,
Buried Pile:

Skills and Powers:
SKILLS
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).

Grand Lodge

During This Adventure:

Spoiler:
During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

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: When all locations are closed, summon and build the Farmhouse location. Shuffle the Sihedron Medallion loot card into the Farmhouse location. If you would encounter the Sihedron Medallion and there are other cards at the Farmhouse location, put the Sihedron Medallion at the bottom of the location and summon and encounter a Ghoul Scarecrow henchman. The Farmhouse location may not be closed.

You win when the Sihedron Medallion is the only card at the Farmhouse.

Additional Rules:

Ghoul Scarecrow:

Henchman
Type: Monster
Traits: Ghoul Undead
To Defeat: Combat 11
The Ghoul Scarecrow is immune to the Mental and Poison traits. If undefeated, reset your hand and end your turn. If defeated, you may immediately attempt to close this location.

Scenario Level (#): 1

Turn: 24, Yoon/eddiephlash

Random Cards:

Monsters
Spoiler:
Goblin Warchanter
RotR
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Spoiler:
Spectre
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.

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

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

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

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

Spoiler:
Skeleton Horde
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.

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

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

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

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

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

Spoiler:
Warhammer
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.

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

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

Spells
Spoiler:
Fire Sneeze
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


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

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

Spoiler:
Charm Person
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

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

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

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

Spoiler:
Magic Chain Mail
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.

Spoiler:
Magic Chain Mail
RotR
Armor B
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Goblin Plate +1
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
Spoiler:
Potion of Gracefulness
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.

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

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

Spoiler:
Masterwork Tools
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.

Spoiler:
Spyglass
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.

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

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

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

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

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

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

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

Spoiler:
Blessing of 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.

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

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

Current Hour:

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

Hours Remaining: 6

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zonipticus Zonidu/Maelwys:
Spoiler:
Hourglass Card 1 Zonipticus Zonidu/Maelwys
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 2 Seoni/EmpTyger:
Spoiler:
Hourglass Card 2 Seoni/EmpTyger
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 3 MotherMyrtle/Bigguyinblack
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Alahazra/Qronos:
Spoiler:
Hourglass Card 4 Alahazra/Qronos
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Hayato/dinketry:
Spoiler:
Hourglass Card 5 Hayato/dinketry
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 6 Yoon/eddiephlash:
Spoiler:
Hourglass Card 6 Yoon/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Location #2: Temple
Closed
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Scarnetti Manor
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Scarnetti Manor Card 1:
Potion of Ghostly Form
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

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

Location #5: The Old Light
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Spectre

Location #6: Warrens
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/eddiephlash, Seoni/EmpTyger, Belkzen Battle Standard (+1 to all combats)

Location #7: Woods
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #8: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Hayato/dinketry, MotherMyrtle/Bigguyinblack, Alahazra/Qronos, Zonipticus Zonidu/Maelwys, None

Farmhouse Card 1:
Longbow +1
RotR
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Farmhouse Card 2:
Soldier
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Farmhouse Card 3:
Ambush
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
WisdomPerceptionDexterityAcrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Farmhouse Card 4:
Potion of Ruggedness
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Farmhouse Card 5:
Goblin Commando
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Farmhouse Card 6:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Farmhouse Card 7:
Holy Candle
RotR
Item B
Traits:
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Farmhouse Card 8 (Sihedron Medallion):
Sihedron Medallion
RotR
Loot 1
Type: Item
Traits:
Accessory
Magic
Sihedron
To Acquire:

Discard this card to reduce damage dealt to you by 4.
Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.


Mesmerist: Deck Handler

Off turn, healed by Hayato's Surgeon: Blessing of the Spellbound 2.

Start turn. Hour is BotG. Move to Farmhouse. Explore: Longbow +1.Discard Erastil to bless.
Dex 9: 2d10 ⇒ (6, 10) = 16 Acquired!

Discard Elemental Ascetic (location buries it) to explore: Soldier
Cha 6: 1d8 ⇒ 7 Acquired!

Discard Soldier (location buries it) to explore: Ambush. Reveal and discard Quarterstaff.
Acro 9 + # = 10: 1d10 + 2 + 1d6 + 1 + 1d6 ⇒ (5) + 2 + (2) + 1 + (2) = 12 Defeated!

Free explore: Potion of Ruggedness.
Int 6: 1d6 ⇒ 3 Banished

End turn. Reset hand, discarding longbow and drawing 3, then setting aside 4 discards, burying BotG1, and healing the rest.[ooc]

Yoon wrote:

Hand: Searing Flesh, Phantom Shield, Fire Snake, Gom-Gom, Spellbook, Acolyte,

Displayed:
Deck: 5 Discard: 5 Buried: 4
Current Location: Farmhouse
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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound 3, Compass, Blessing of the Gods 2, Longbow +1, Archer
Recharged:
Discard Pile: Blessing of the Spellbound 1, Blessing of the Spellbound 2, Spirit Surge, Blessing of Erastil, Quarterstaff of Vaulting,
Buried Pile: Psychokineticist, Elemental Ascetic, Soldier, Blessing of the Gods 1,

Skills and Powers:
SKILLS
Strength d4 [ooc]☐ +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.

Grand Lodge

During This Adventure:

Spoiler:
During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

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: When all locations are closed, summon and build the Farmhouse location. Shuffle the Sihedron Medallion loot card into the Farmhouse location. If you would encounter the Sihedron Medallion and there are other cards at the Farmhouse location, put the Sihedron Medallion at the bottom of the location and summon and encounter a Ghoul Scarecrow henchman. The Farmhouse location may not be closed.

You win when the Sihedron Medallion is the only card at the Farmhouse.

Additional Rules:

Ghoul Scarecrow:

Henchman
Type: Monster
Traits: Ghoul Undead
To Defeat: Combat 11
The Ghoul Scarecrow is immune to the Mental and Poison traits. If undefeated, reset your hand and end your turn. If defeated, you may immediately attempt to close this location.

Scenario Level (#): 1

Turn: 25, Zonipticus Zonidu/Maelwys

Random Cards:

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

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

Spoiler:
Shadow
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.

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

Spoiler:
Rat Swarm
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

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

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

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

Spoiler:
Skeleton Horde
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.

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

Weapons
Spoiler:
Warhammer
RotR
Weapon 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.

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

Spoiler:
Throwing Axe
RotR
Weapon B
Traits:
Axe
Elite
Ranged
Slashing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Horsechopper +1
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


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

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

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

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

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

Spoiler:
Holy Light
RotR
Spell B
Traits:
Attack
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
Magic Half-Plate
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.

Spoiler:
Quilted Cloth Armor
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.

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

Items
Spoiler:
Spyglass
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.

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

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

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

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

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

Spoiler:
Snake
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.

Spoiler:
Snake
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.

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 5

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger:
Spoiler:
Hourglass Card 1 Seoni/EmpTyger
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 2 MotherMyrtle/Bigguyinblack
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Alahazra/Qronos:
Spoiler:
Hourglass Card 3 Alahazra/Qronos
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Hayato/dinketry:
Spoiler:
Hourglass Card 4 Hayato/dinketry
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 5 Yoon/eddiephlash:
Spoiler:
Hourglass Card 5 Yoon/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Location #2: Temple
Closed
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Scarnetti Manor
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Scarnetti Manor Card 1:
Potion of Ghostly Form
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

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

Location #5: The Old Light
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Spectre

Location #6: Warrens
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger, Belkzen Battle Standard (+1 to all combats)

Location #7: Woods
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #8: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hayato/dinketry, Yoon/eddiephlash, MotherMyrtle/Bigguyinblack, Alahazra/Qronos, Zonipticus Zonidu/Maelwys, None

Farmhouse Card 1:
Goblin Commando
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Farmhouse Card 2:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Farmhouse Card 3:
Holy Candle
RotR
Item B
Traits:
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Farmhouse Card 4 (Sihedron Medallion):
Sihedron Medallion
RotR
Loot 1
Type: Item
Traits:
Accessory
Magic
Sihedron
To Acquire:

Discard this card to reduce damage dealt to you by 4.
Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.


Turn 25, under the Blessing of Torag

Free Exploration - Farmhouse #1: Goblin Commando
BYA - 1 Ranged Combat Damage. Recharge Quilted Cloth Armor to reduce by 3.
Reveal Flame Staff for combat. Discard Aid for +1d8.
Check to Defeat - Combat 9: 1d10 + 3 + 1d4 + 1d8 ⇒ (6) + 3 + (3) + (6) = 18 - Defeated

Draw 3 to reset my hand and end my turn.

Zonipticus Zonidu wrote:

Hand: Soothing Word, Good Omen, Flame Staff, Snake, Blessing of Milani, Blessing of Lamashtu,

Displayed: Targ, Targ: Scorching Ray/Spell 1, Targ: Snake/B, Targ: Sling,
Deck: 10 Discard: 4 Buried: 2
Hero Points: 0
NOTES:
Available Support: Any check to Acquire, Close, or Guard: Recovery Good Omen for +1d6+1
Any Local Non-Combat Check: Recharge Snake for +1d8
Any Local Check: Banish Sling from Targ for +1d4+1
Any non-combat Dex or Wis check: Discard Blessing of Milani to bless twice.
Any check to defeat a monster: Discard Blessing of Lamashtu to bless twice.
Need Healing? Recovery Soothing Word
Movement: If my location closes, I'll recharge the next card on my reload list to move to the most populated location

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cat
Recharged: Potion of Healing, Holy Light, Leech, Shield of Fire Resistance, Sands of the Hour, Ilsoari Gandethus, Fox, Mist Horn, Quilted Cloth Armor,
Discard Pile: Blessing of Sarenrae, Magic Eye, Troubadour, Aid,
Buried Pile: Blessing of Calistria, Charm Person,

Skills and Powers:
SKILLS
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.

Grand Lodge

During This Adventure:

Spoiler:
During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

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: When all locations are closed, summon and build the Farmhouse location. Shuffle the Sihedron Medallion loot card into the Farmhouse location. If you would encounter the Sihedron Medallion and there are other cards at the Farmhouse location, put the Sihedron Medallion at the bottom of the location and summon and encounter a Ghoul Scarecrow henchman. The Farmhouse location may not be closed.

You win when the Sihedron Medallion is the only card at the Farmhouse.

Additional Rules:

Ghoul Scarecrow:

Henchman
Type: Monster
Traits: Ghoul Undead
To Defeat: Combat 11
The Ghoul Scarecrow is immune to the Mental and Poison traits. If undefeated, reset your hand and end your turn. If defeated, you may immediately attempt to close this location.

Scenario Level (#): 1

Turn: 26, Seoni/EmpTyger

Random Cards:

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

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

Spoiler:
Ogre
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.

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

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

Barriers
Spoiler:
Secret Stash
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.

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

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

Spoiler:
Mystic Inscription
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.

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

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

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

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

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

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

Spells
Spoiler:
Charm Person
RotR
Spell B
Traits:
Arcane
Magic
Mental
To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

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

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

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


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

Spoiler:
Fire Sneeze
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


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

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

Spoiler:
Goblin Plate +1
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.


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

Spoiler:
Magic Chain Mail
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.

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

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

Spoiler:
Amulet of Fortitude
RotR
Item B
Traits:
Accessory
Elite
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

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

Spoiler:
Spyglass
RotR
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

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

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

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

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

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 4

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 1 MotherMyrtle/Bigguyinblack
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Alahazra/Qronos:
Spoiler:
Hourglass Card 2 Alahazra/Qronos
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Hayato/dinketry:
Spoiler:
Hourglass Card 3 Hayato/dinketry
Blessing of Torag
RotR
Blessing B
Traits:
Divine
Torag
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Hourglass Card 4 Yoon/eddiephlash:
Spoiler:
Hourglass Card 4 Yoon/eddiephlash
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Location #2: Temple
Closed
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Scarnetti Manor
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Scarnetti Manor Card 1:
Potion of Ghostly Form
RotR
Item B
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

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

Location #5: The Old Light
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Spectre

Location #6: Warrens
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger, Belkzen Battle Standard (+1 to all combats)

Location #7: Woods
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #8: Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Hayato/dinketry, Yoon/eddiephlash, MotherMyrtle/Bigguyinblack, Alahazra/Qronos, Zonipticus Zonidu/Maelwys, None

Farmhouse Card 1:
Mercenary
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Farmhouse Card 2:
Holy Candle
RotR
Item B
Traits:
Divine
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Farmhouse Card 3 (Sihedron Medallion):
Sihedron Medallion
RotR
Loot 1
Type: Item
Traits:
Accessory
Magic
Sihedron
To Acquire:

Discard this card to reduce damage dealt to you by 4.
Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.


Female Human Sorcerer Deck Handler

Hourglass: Gods o'clock
Moving to Farmhouse
Exploring Farmhouse 1: Mercenary

Mercenary:
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.

Discarding Cape of Escape as an Attack Fire Magic spell. Hayato discards Blessing of Gorum. Yoon discards from deck for Fire. Myrtle banishes Acid Flask to recovery.
Combat 10+1=11: 2d12 + 3 + 1d6 + 1 + 1d4 + 2d4 ⇒ (5, 9) + 3 + (6) + 1 + (4) + (3, 1) = 32
Mercenary is banished

A blustering mercenary stood in the way. "Go back to where you came from. I'm going to make Fort Rannick great again. Or do you want to become rich like me? Join me, if you don't want to be a loser."

Seoni's reply was immediate. "I vote to stay with my party." The sorcerer cast a firebolt which Yoon made burn even hotter, and Myrtle added an ingredient that turned it flammable on impact, as Hayato's battle prayer echoed around.

Discarding Blessing of the Gods to explore Farmhouse 2: Holy Candle

Holy Candle:
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.

Recharging Apprentice. Zonipticus banishes Good Omen to recovery. Alahazra recharges Blessing of the Spellbound. Targ banishes Sling
WIS 10: 2d6 + 1d6 + 1d6 + 1 + 1d4 + 1 ⇒ (5, 3) + (4) + (1) + 1 + (1) + 1 = 16
Holy Candle is acquired

Seoni's training focused the flames into holy illumination: a flame fueled by Targ, heralded by Twozees, seen by Alahazra.

"Something sinister lays underfoot. But we stand united in the light."

We win!

Grand Lodge

SUCCESS!

Scenario Reward: Each character chooses one type of boon other than loot (i.e. weapon, spell, armor, item, ally, or blessing) and draws a random card of that type from the box.

Adventure Reward: Each character gains a card feat. Each player also gets a hero point.

Potential Rewards (+ Targ but before the scenario reward):
Acolyte (Ally B)
Snake (Ally C)
Archer (Ally B)
Acolyte (Ally C)
Soldier (Ally B)
Shield of Fire Resistance (Armor 1)
Blessing of Lamashtu (Blessing 1)
Blessing of Sarenrae (Blessing B)
Blessing of Calistria (Blessing B)
Blessing of Lamashtu (Blessing 1)
Potion of Healing (Item B)
Potion of Gracefulness (Item 1)
Potion of Healing (Item B)
Cape of Escape (Item B)
Holy Candle (Item B)
Enfeeble (Spell 1)
Scorching Ray (Spell 1)
Holy Light (Spell B)
Detect Evil (Spell C)
Mirror Image (Spell B)
Sling (Weapon B)
Dagger +1 (Weapon 1)
Longbow +1 (Weapon 1)

Grand Lodge

Adventure 2: Cult of Flayed Flesh

Everything seemed to be working out just fine. You’d managed to get your hapless friend Edron Rannick installed as the Lord of Fort Rannick without difficulty, and even earned the trust of the fickle townsfolk of Heptar by driving off some troublesome goblins.

The strange seven-pointed symbol you discovered in the remote farmhouse still pulls at your thoughts: was this symbol responsible for animating the dead and driving the goblins into town? Why does it match the strange rune from Edron’s nightmares? The mysterious, ancient libraries beneath Fort Rannick might hold some clues.

Before you can research the cryptic symbol in earnest, you hear dire news from the town of Heptar: dockworkers and serving girls have been discovered murdered in dirty alleys, their skin flayed from their backs. It doesn’t take much investigation to gather a few salient facts. First of all, the murders seem to occur most often around the abandoned arena in the center of town called the Heptaric Locus. Second, the murders have to be the work of more than one individual; you’re not dealing with a single killer, but with a cult. Most disturbing of all, the flayed skin is always removed in a specific pattern: a seven-pointed star.

Eliminating this cult isn’t going to be easy; its numbers are growing, masquerading as everyday citizens of Heptar. You’re going to have to find a few of the low-level cultists and work your way up the chain of command. Over all your endeavors looms the mysterious seven-armed sign.

Grand Lodge

Scenario 2A - The Alchemist and the Gladiator

Your first step is to interrogate some of Heptar’s lowlifes that might know something about the cult. High on your list is the alchemist and poison-seller “Pillbug” Podiker, but the gnome’s shop is abandoned. He’s been seen around the abandoned Heptaric Locus in the company of an insane ex-gladiator named Grayst Sevilla and some cloaked figures — perhaps you’ll quash this murderous cult sooner than you thought!

During This Adventure:

Spoiler:
During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

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.

To build the blessings deck for each scenario in this adventure:

  • Shuffle 10 random blessings to make the bottom third of the deck.
  • Shuffle 10 random blessings and a Sihedron Medallion loot card to make the middle third of the deck.
  • Shuffle 10 random blessings to make the top third of the deck, for a deck of 31 cards.

    Each time you reveal the Sihedron Medallion when you advance the blessings deck, follow the directions for 'When the Sihedron Appears' in the scenario description.

    During This Scenario: The difficulty to defeat Pillbug Podiker is increased by the number of cards left in his location deck when he is encountered.

    When you would banish Grayst Sevilla, display him by the Heptaric Locus location; when he is displayed, the difficulty to close the Heptaric Locus is decreased by 6.

    Additional Rules: When the Sihedron Appears - Poison Darts! Each character takes 1d4 poison damage. Banish the Sihedron Medallion, then advance the blessings deck again.

    The henchman proxy for this scenario is:

    Skinsaw Cultist:

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

    Scenario Level (#): 2

    Turn: (Mother Myrtle will be starting us off)

    Random Cards:

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

    Spoiler:
    Plague Zombie
    RotR
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

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

    Spoiler:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Barriers
    Spoiler:
    Large Chest
    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.

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

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

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

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

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

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

    Spoiler:
    Sling
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

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

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

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

    Spoiler:
    Aid
    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.

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

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

    Spoiler:
    Find Traps
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Magic Shield
    RotR
    Armor 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.

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

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

    Items
    Spoiler:
    Crown of Charisma
    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.

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

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

    Spoiler:
    BirdCruncher Crown
    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.

    Spoiler:
    Cape of Escape
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

    Allies
    Spoiler:
    Saber-Toothed Tiger
    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.

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

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

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

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 31

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/Bigguyinblack
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 2 Alahazra/Qronos
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 3 Hayato/dinketry:
    Spoiler:
    Hourglass Card 3 Hayato/dinketry
    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.
    Hourglass Card 4 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 4 Yoon/eddiephlash
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 5 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 6 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 8 Alahazra/Qronos
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Hayato/dinketry:
    Spoiler:
    Hourglass Card 9 Hayato/dinketry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 10 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 10 Yoon/eddiephlash
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 11 Zonipticus Zonidu/Maelwys
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 12 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 MotherMyrtle/Bigguyinblack
    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.
    Hourglass Card 14 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 14 Alahazra/Qronos
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Hayato/dinketry:
    Spoiler:
    Hourglass Card 15 Hayato/dinketry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 16 Yoon/eddiephlash
    Sihedron Medallion
    RotR
    Loot 1
    Type: Item
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:

    Discard this card to reduce damage dealt to you by 4.
    Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Hourglass Card 17 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 17 Zonipticus Zonidu/Maelwys
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 18 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/Bigguyinblack
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 20 Alahazra/Qronos
    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.
    Hourglass Card 21 Hayato/dinketry:
    Spoiler:
    Hourglass Card 21 Hayato/dinketry
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 22 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 22 Yoon/eddiephlash
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 23 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 24 Seoni/EmpTyger
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 25 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 MotherMyrtle/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 26 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 26 Alahazra/Qronos
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 27 Hayato/dinketry:
    Spoiler:
    Hourglass Card 27 Hayato/dinketry
    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.
    Hourglass Card 28 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 28 Yoon/eddiephlash
    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.
    Hourglass Card 29 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 29 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 30 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 30 Seoni/EmpTyger
    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.
    Hourglass Card 31 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 31 MotherMyrtle/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Hayato/dinketry, Yoon/eddiephlash, Zonipticus Zonidu/Maelwys, Seoni/EmpTyger, MotherMyrtle/Bigguyinblack, Alahazra/Qronos, None

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

    Location #3: 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: None

    Location #4: 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

    Location #5: 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

    Location #6: 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: None

    Location #7: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #8: 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: None

  • Grand Lodge

    Hayato the Sorcerer (just kidding)

    Hayato will start at the Heptaric Locus.

    Hayato wrote:

    Hand: Naginata, Katana +1, Surgeon, Champion's Do-Maru, Jinfu,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Local support for non-combat checks vs monsters and local healing available.
    Movement: Folio reroll unused.
    Other: Hi; I'm Hayato! If recharging a card for support, please use armors first.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Samurai 1, Blessing of Sarenrae, Portable Ram, Horn of Battle Clarity, Earthbreaker (Core), Grizzled Mercenary, Fireproof O-Yoroi, Blessing of Gorum, Belkzen Battle Standard, Shieldsplitter Lance, Blessing of the Samurai 2, Riding Horse
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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).


    deck handler

    Starting at Apothecary.

    Mother Myrtle wrote:

    Hand: Fire Sneeze, Clockwork Servant (Core), Acid Flask (Core) 2, Blessing of the Elements, Elixir of Energy Resistance, The Carnival,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Apothecary
    Hero Points: 1"
    "NOTES:
    Available Support: Support cards are available for use. Just leave me at least one way to fight.
    Folio reroll Unused

    Fire Sneeze: Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.

    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.

    The Carnival: On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result.

    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.

    Elixir 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.
    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Noxious Bomb, Elixir of Healing, Sonic Blast, Acid Flask (Core) 1, Acid Arrow (Core), Researcher, Porcupine (Core), Clockwork Servant (Core) 2, Tussah Silk Coat, Blast Stone (Core)
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.


    Mesmerist: Deck Handler

    Start at Sandpoint Cathedral.

    Yoon wrote:

    Hand:

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Sandpoint Cathedral
    Hero Points: 1
    Shirt Reroll: Available
    NOTES:
    Available Support: Happy to lend any of my blessings to any others for any use! Can add d4 to local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quarterstaff of Vaulting, Blessing of the Gods 1, Spellbook, Blessing of the Spellbound 3, Compass, Blessing of the Spellbound 2, Searing Flesh, Sign of the Pack, Phantom Shield, Blessing of the Gods 2, Locate Object, Gom-Gom, Psychokineticist, Elemental Ascetic, Blessing of the Spellbound 1, Spirit Surge
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.


    Female Human Sorcerer Deck Handler

    Card Feat: 4 spells (taking Acid Splash)
    Gaining Hero Point
    Upgrading Blessing B of the Gods into Blessing 1 of Pharasma
    Starting at Rusty Dragon

    Seoni wondered about what power the cult was drawing on. Her own sorcery had grown when she had come in contact with the medallion. There were two easy ways to learn more: Pharasman insight, or just head to the local tavern.

    Seoni wrote:

    Hand: Riftwarden, Blessing of Pharasma B2 (discard to bless/double bless if spell is cast), Surgeon (recharge to heal 1 local), Acid Splash, Blessing of Pharasma B1 (discard to bless/double bless if spell is cast), Cape of Escape,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes:
    Ask before using: Blessing of Pharasma x2
    Can use without asking: Blessing for storybane/closing/Boon 2; blessing if would recharge; Surgeon

    Skills and Powers:

    Skills:
    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: 1


    Starting at the Apothecary

    Zonipticus Zonidu wrote:

    Hand: Sling, Charm Person, Good Omen, Quilted Cloth Armor, Noble Brat, Fox, Targ,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Any check to Acquire, Close, or Guard: Recovery Good Omen for +1d6+1
    Any Local Non-Combat Check: Recharge Noble Brat, Fox for +1d8
    Any Local Non-Combat Check: Reload Sling for +1d4
    Movement: If my location closes, I'll recharge the next card on my reload list to move to the most populated location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Leech, Troubadour, The Paladin, Blessing of Milani, Magic Eye, Soothing Word, Flame Staff, Aid, Mist Horn, Cat
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.


    Oracle: Deck Handler

    Starting at Waterfront

    "

    Alahazra wrote:

    Hand: Pyrotechnic Blast, Life Drain, Spellbook, Fire Snake, Blessing of the Spellbound 2, Ruby of Charisma, Riftwarden,

    Displayed:
    Deck: 9 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Researcher, Blessing of the Spellbound 3, Blessing of the Gods 1, Blessing of the Gods 2, Magical Child, Cure, Frigid Blast, Blessing of the Spellbound 1, Holy Light
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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

    "

    Grand Lodge

    During This Adventure:

    Spoiler:
    During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

    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.

    To build the blessings deck for each scenario in this adventure:

  • Shuffle 10 random blessings to make the bottom third of the deck.
  • Shuffle 10 random blessings and a Sihedron Medallion loot card to make the middle third of the deck.
  • Shuffle 10 random blessings to make the top third of the deck, for a deck of 31 cards.

    Each time you reveal the Sihedron Medallion when you advance the blessings deck, follow the directions for 'When the Sihedron Appears' in the scenario description.

    During This Scenario: The difficulty to defeat Pillbug Podiker is increased by the number of cards left in his location deck when he is encountered.

    When you would banish Grayst Sevilla, display him by the Heptaric Locus location; when he is displayed, the difficulty to close the Heptaric Locus is decreased by 6.

    Additional Rules: When the Sihedron Appears - Poison Darts! Each character takes 1d4 poison damage. Banish the Sihedron Medallion, then advance the blessings deck again.

    The henchman proxy for this scenario is:

    Skinsaw Cultist:

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

    Scenario Level (#): 2

    Turn: 1, MotherMyrtle/Bigguyinblack

    Random Cards:

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

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

    Spoiler:
    Zombie Giant
    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.

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

    Spoiler:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

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

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

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

    Spoiler:
    Secret Stash
    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.

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

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

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

    Spoiler:
    Icy Longspear +1
    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.

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

    Spells
    Spoiler:
    Holy Light
    RotR
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Acid Arrow
    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.

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

    Spoiler:
    Find Traps
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Magic Shield
    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.

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

    Spoiler:
    Quilted Cloth Armor
    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
    Spoiler:
    Potion of Gracefulness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at an Acrobatics check.

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

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

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

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

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

    Spoiler:
    Acolyte
    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.

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

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

    Current Hour:

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

    Hours Remaining: 30

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 1 Alahazra/Qronos
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 2 Hayato/dinketry:
    Spoiler:
    Hourglass Card 2 Hayato/dinketry
    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.
    Hourglass Card 3 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 3 Yoon/eddiephlash
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 4 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 7 Alahazra/Qronos
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Hayato/dinketry:
    Spoiler:
    Hourglass Card 8 Hayato/dinketry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 9 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 9 Yoon/eddiephlash
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 10 Zonipticus Zonidu/Maelwys
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 11 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/Bigguyinblack
    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.
    Hourglass Card 13 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 13 Alahazra/Qronos
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Hayato/dinketry:
    Spoiler:
    Hourglass Card 14 Hayato/dinketry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 15 Yoon/eddiephlash
    Sihedron Medallion
    RotR
    Loot 1
    Type: Item
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:

    Discard this card to reduce damage dealt to you by 4.
    Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Hourglass Card 16 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 16 Zonipticus Zonidu/Maelwys
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 MotherMyrtle/Bigguyinblack
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 19 Alahazra/Qronos
    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.
    Hourglass Card 20 Hayato/dinketry:
    Spoiler:
    Hourglass Card 20 Hayato/dinketry
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 21 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 21 Yoon/eddiephlash
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 22 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 22 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 23 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 23 Seoni/EmpTyger
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 24 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 MotherMyrtle/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 25 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 25 Alahazra/Qronos
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 26 Hayato/dinketry:
    Spoiler:
    Hourglass Card 26 Hayato/dinketry
    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.
    Hourglass Card 27 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 27 Yoon/eddiephlash
    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.
    Hourglass Card 28 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 28 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 29 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 29 Seoni/EmpTyger
    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.
    Hourglass Card 30 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 30 MotherMyrtle/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Heptaric Locus Card 1:
    Traitor
    RotR
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11
    Before the encounter, discard a random ally from your hand.
    Heptaric Locus Card 2:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Heptaric Locus Card 3:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Heptaric Locus Card 4:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Heptaric Locus Card 5:
    Half-Plate
    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.
    Heptaric Locus Card 6:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Heptaric Locus Card 7:
    Blessing of Desna
    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.
    Heptaric Locus Card 8:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Heptaric Locus Card 9:
    Magic Half-Plate
    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.
    Heptaric Locus Card 10:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Zonipticus Zonidu/Maelwys, MotherMyrtle/Bigguyinblack, None
    Apothecary Card 1:
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Apothecary Card 2:
    Allying Dart +1
    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.
    Apothecary Card 3:
    Mirror Image
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Apothecary Card 4:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 5:
    Henchman Proxy A5
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Apothecary Card 6:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Apothecary Card 7:
    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.
    Apothecary Card 8:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Apothecary Card 9:
    Enfeeble
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Apothecary Card 10:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Location #3: 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
    Sandpoint Cathedral Card 1:
    Ven Vinder
    RotR
    Ally 1
    Traits:
    Human
    Shopkeeper
    To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.
    Sandpoint Cathedral Card 2:
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Sandpoint Cathedral Card 3:
    Pillbug Podicker
    RotR
    Villain B
    Type: Monster
    Traits:
    Alchemist
    Human
    To Defeat:
    Combat 11
    All damage dealt by Pillbug is Poison damage that may not be reduced.
    "Have any happy pillbugs turned up lately?" --Customer at Pillbug's Pantry, requesting poison
    Sandpoint Cathedral Card 4:
    Bunyip
    RotR
    Monster B
    Traits:
    Aquatic
    Bunyip
    Elite
    To Defeat:
    Combat 9
    Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.
    Sandpoint Cathedral Card 5:
    Enchanter
    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.
    Sandpoint Cathedral Card 6:
    Potion of Energy Resistance
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
    Sandpoint Cathedral Card 7:
    Aid
    RotR
    Spell B
    Traits:
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sandpoint Cathedral Card 8:
    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.
    Sandpoint Cathedral Card 9:
    Detect Evil
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.
    Sandpoint Cathedral Card 10:
    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.

    Location #4: 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
    Mill Card 1:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Mill Card 2:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Mill Card 3:
    Henchman Proxy A6
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Mill Card 4:
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
    Mill Card 5:
    Dance With Squealy Nord
    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

    Mill Card 6:
    Greatsword
    RotR
    Weapon C
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6; 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.
    Mill Card 7:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Mill Card 8:
    Snake
    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.
    Mill Card 9:
    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.
    Mill Card 10:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

    Location #5: 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
    Town Square Card 1:
    Pit of Malfeshnekor
    RotR
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.
    Town Square Card 2:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 3:
    Henchman Proxy A4
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Town Square Card 4:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Town Square Card 5:
    Bastard Sword +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Town Square Card 6:
    Potion of Healing
    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.
    Town Square Card 7:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 8:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    Town Square Card 9:
    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.
    Town Square Card 10:
    Sneak
    RotR
    Monster C
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Location #6: 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: Alahazra/Qronos, None
    Waterfront Card 1:
    Wand of Shield
    RotR
    Item 1
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Waterfront Card 2:
    Mystic Inscription
    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.
    Waterfront Card 3:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    Waterfront Card 4:
    Snake
    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.
    Waterfront Card 5:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Waterfront Card 6:
    Henchman Proxy A3
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Waterfront Card 7:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Waterfront Card 8:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
    Waterfront Card 9:
    Siren
    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.
    Waterfront Card 10:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Location #7: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, None
    The Rusty Dragon Card 1:
    Eyes of the Eagle
    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.
    The Rusty Dragon Card 2:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    The Rusty Dragon Card 3:
    Speed
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    The Rusty Dragon Card 4:
    Poog of Zarongel
    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

    The Rusty Dragon Card 5:
    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 Rusty Dragon Card 6:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    The Rusty Dragon Card 7:
    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.
    The Rusty Dragon Card 8:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Rusty Dragon Card 9:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
    The Rusty Dragon Card 10:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Location #8: 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: None
    Turtleback Ferry Card 1:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Turtleback Ferry Card 2:
    Fiery Glare
    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.
    Turtleback Ferry Card 3:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Turtleback Ferry Card 4:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Turtleback Ferry Card 5:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Turtleback Ferry Card 6:
    Grayst Sevilla
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 12
    Grayst is immune to the Mental trait.
    If defeated, you may immediately attempt to close this location.
    Turtleback Ferry Card 7:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Turtleback Ferry Card 8:
    Battered Chest
    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.
    Turtleback Ferry Card 9:
    Hell Hound
    RotR
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
    Turtleback Ferry Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


  • deck handler

    Blessing of Calistria in effect.

    Apothecary Card 1: Blessing of Shelyn:

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

    wisdom 4: 1d12 + 1 ⇒ (2) + 1 = 3

    Send Clockwork Servant (Core) to recovery to explore.

    Apothecary Card 2: Allying Dart +1:

    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.

    Banished. Discard Blessing of the Elements to explore.

    Apothecary Card 3: Mirror Image:

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

    Banished. Display Elixir of Energy Resistance.

    Mother Myrtle ends their turn.

    Mother Myrtle attempts to recover all cards in their Recovery pile.
    Clockwork Servant (Core): Craft 8: 1d12 + 3 ⇒ (7) + 3 = 10 -> Clockwork Servant (Core) recharged.

    Mother Myrtle resets their hand.

    Mother Myrtle wrote:

    Hand: Fire Sneeze, Acid Flask (Core) 2, The Carnival, Tussah Silk Coat, Elixir of Healing, Clockwork Servant (Core) 2,

    Displayed: Elixir of Energy Resistance,
    Deck: 8 Discard: 1 Buried: 0
    "Current Location: Apothecary
    Hero Points: 1"
    "NOTES:
    Available Support: Support cards are available for use. Just leave me at least one way to fight.
    Folio reroll Unused

    Fire Sneeze: Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.

    The Carnival: On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result.

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Arrow (Core), Blast Stone (Core), Acid Flask (Core) 1, Researcher, Porcupine (Core), Sonic Blast, Noxious Bomb
    Recharged: Clockwork Servant (Core),
    Discard Pile: Blessing of the Elements,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.

    Apothecary Cards 1-3 are banished.

    Grand Lodge

    During This Adventure:

    Spoiler:
    During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

    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.

    To build the blessings deck for each scenario in this adventure:

  • Shuffle 10 random blessings to make the bottom third of the deck.
  • Shuffle 10 random blessings and a Sihedron Medallion loot card to make the middle third of the deck.
  • Shuffle 10 random blessings to make the top third of the deck, for a deck of 31 cards.

    Each time you reveal the Sihedron Medallion when you advance the blessings deck, follow the directions for 'When the Sihedron Appears' in the scenario description.

    During This Scenario: The difficulty to defeat Pillbug Podiker is increased by the number of cards left in his location deck when he is encountered.

    When you would banish Grayst Sevilla, display him by the Heptaric Locus location; when he is displayed, the difficulty to close the Heptaric Locus is decreased by 6.

    Additional Rules: When the Sihedron Appears - Poison Darts! Each character takes 1d4 poison damage. Banish the Sihedron Medallion, then advance the blessings deck again.

    The henchman proxy for this scenario is:

    Skinsaw Cultist:

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

    Scenario Level (#): 2

    Turn: 2, Alahazra/Qronos

    Random Cards:

    Monsters
    Spoiler:
    Werewolf
    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.

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

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

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

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

    Barriers
    Spoiler:
    Explosive Runes
    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.

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

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

    Spoiler:
    Skeleton Horde
    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.

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

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

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

    Spoiler:
    Warhammer
    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.

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

    Spoiler:
    Sling
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

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

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

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

    Spoiler:
    Holy Light
    RotR
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

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

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

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

    Items
    Spoiler:
    BirdCruncher Crown
    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.

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

    Spoiler:
    Spyglass
    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.

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

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

    Allies
    Spoiler:
    Acolyte
    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.

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

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

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

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

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

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

    Spoiler:
    Blessing of Torag
    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.

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Hayato/dinketry:
    Spoiler:
    Hourglass Card 1 Hayato/dinketry
    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.
    Hourglass Card 2 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 2 Yoon/eddiephlash
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 3 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 4 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 6 Alahazra/Qronos
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Hayato/dinketry:
    Spoiler:
    Hourglass Card 7 Hayato/dinketry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 8 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 8 Yoon/eddiephlash
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 9 Zonipticus Zonidu/Maelwys
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 10 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/Bigguyinblack
    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.
    Hourglass Card 12 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 12 Alahazra/Qronos
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Hayato/dinketry:
    Spoiler:
    Hourglass Card 13 Hayato/dinketry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 14 Yoon/eddiephlash
    Sihedron Medallion
    RotR
    Loot 1
    Type: Item
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:

    Discard this card to reduce damage dealt to you by 4.
    Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Hourglass Card 15 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 15 Zonipticus Zonidu/Maelwys
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 16 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/Bigguyinblack
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 18 Alahazra/Qronos
    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.
    Hourglass Card 19 Hayato/dinketry:
    Spoiler:
    Hourglass Card 19 Hayato/dinketry
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 20 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 20 Yoon/eddiephlash
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 21 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 22 Seoni/EmpTyger
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 MotherMyrtle/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 24 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 24 Alahazra/Qronos
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 25 Hayato/dinketry:
    Spoiler:
    Hourglass Card 25 Hayato/dinketry
    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.
    Hourglass Card 26 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 26 Yoon/eddiephlash
    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.
    Hourglass Card 27 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 27 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 28 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 28 Seoni/EmpTyger
    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.
    Hourglass Card 29 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 29 MotherMyrtle/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Heptaric Locus Card 1:
    Traitor
    RotR
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11
    Before the encounter, discard a random ally from your hand.
    Heptaric Locus Card 2:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Heptaric Locus Card 3:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Heptaric Locus Card 4:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Heptaric Locus Card 5:
    Half-Plate
    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.
    Heptaric Locus Card 6:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Heptaric Locus Card 7:
    Blessing of Desna
    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.
    Heptaric Locus Card 8:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Heptaric Locus Card 9:
    Magic Half-Plate
    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.
    Heptaric Locus Card 10:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zonipticus Zonidu/Maelwys, MotherMyrtle/Bigguyinblack, None
    Apothecary Card 1:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 2:
    Henchman Proxy A5
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Apothecary Card 3:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Apothecary Card 4:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Apothecary Card 5:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Apothecary Card 6:
    Enfeeble
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Apothecary Card 7:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Location #3: 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
    Sandpoint Cathedral Card 1:
    Ven Vinder
    RotR
    Ally 1
    Traits:
    Human
    Shopkeeper
    To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.
    Sandpoint Cathedral Card 2:
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Sandpoint Cathedral Card 3:
    Pillbug Podicker
    RotR
    Villain B
    Type: Monster
    Traits:
    Alchemist
    Human
    To Defeat:
    Combat 11
    All damage dealt by Pillbug is Poison damage that may not be reduced.
    "Have any happy pillbugs turned up lately?" --Customer at Pillbug's Pantry, requesting poison
    Sandpoint Cathedral Card 4:
    Bunyip
    RotR
    Monster B
    Traits:
    Aquatic
    Bunyip
    Elite
    To Defeat:
    Combat 9
    Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.
    Sandpoint Cathedral Card 5:
    Enchanter
    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.
    Sandpoint Cathedral Card 6:
    Potion of Energy Resistance
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
    Sandpoint Cathedral Card 7:
    Aid
    RotR
    Spell B
    Traits:
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sandpoint Cathedral Card 8:
    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.
    Sandpoint Cathedral Card 9:
    Detect Evil
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.
    Sandpoint Cathedral Card 10:
    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.

    Location #4: 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
    Mill Card 1:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Mill Card 2:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Mill Card 3:
    Henchman Proxy A6
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Mill Card 4:
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
    Mill Card 5:
    Dance With Squealy Nord
    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

    Mill Card 6:
    Greatsword
    RotR
    Weapon C
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6; 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.
    Mill Card 7:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Mill Card 8:
    Snake
    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.
    Mill Card 9:
    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.
    Mill Card 10:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

    Location #5: 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
    Town Square Card 1:
    Pit of Malfeshnekor
    RotR
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.
    Town Square Card 2:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 3:
    Henchman Proxy A4
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Town Square Card 4:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Town Square Card 5:
    Bastard Sword +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Town Square Card 6:
    Potion of Healing
    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.
    Town Square Card 7:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 8:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    Town Square Card 9:
    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.
    Town Square Card 10:
    Sneak
    RotR
    Monster C
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Location #6: 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: Alahazra/Qronos, None
    Waterfront Card 1:
    Wand of Shield
    RotR
    Item 1
    Traits:
    Arcane
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.
    Waterfront Card 2:
    Mystic Inscription
    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.
    Waterfront Card 3:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
    Waterfront Card 4:
    Snake
    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.
    Waterfront Card 5:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Waterfront Card 6:
    Henchman Proxy A3
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Waterfront Card 7:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Waterfront Card 8:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
    Waterfront Card 9:
    Siren
    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.
    Waterfront Card 10:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Location #7: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, None
    The Rusty Dragon Card 1:
    Eyes of the Eagle
    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.
    The Rusty Dragon Card 2:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    The Rusty Dragon Card 3:
    Speed
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    The Rusty Dragon Card 4:
    Poog of Zarongel
    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

    The Rusty Dragon Card 5:
    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 Rusty Dragon Card 6:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    The Rusty Dragon Card 7:
    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.
    The Rusty Dragon Card 8:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Rusty Dragon Card 9:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
    The Rusty Dragon Card 10:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Location #8: 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: None
    Turtleback Ferry Card 1:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Turtleback Ferry Card 2:
    Fiery Glare
    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.
    Turtleback Ferry Card 3:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Turtleback Ferry Card 4:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Turtleback Ferry Card 5:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Turtleback Ferry Card 6:
    Grayst Sevilla
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 12
    Grayst is immune to the Mental trait.
    If defeated, you may immediately attempt to close this location.
    Turtleback Ferry Card 7:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Turtleback Ferry Card 8:
    Battered Chest
    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.
    Turtleback Ferry Card 9:
    Hell Hound
    RotR
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
    Turtleback Ferry Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


  • Oracle: Deck Handler

    Alahazra begins to scour the waterfront, and stumbles upon a magical trinket that isn't much use to her. She tries to puzzle out how to get it in case one of her friends is interested.

    Waterfront Card 1 - Wand of Shield:

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

    Reveal Spellbook and hope for the best

    Arcane 7 check: 1d6 + 1d4 ⇒ (2) + (4) = 6 FAIL!

    Unsatisfied, she asks her Riftwarden to look for anything more interesting.

    Discard Riftwarden to explore.

    Waterfront Card 2 - Mystic Inscription:

    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.

    This I must overcome, she thinks to herself, imagining the new powers she might attain. With her spellbook still in hand, seeks divine blessing to aid her...

    Reveal spellbook and Recharge Blessing of the Spellbound.

    Arcane 10: 2d6 + 1d4 ⇒ (3, 6) + (2) = 11 Success!

    1d4 New Spells: 1d4 ⇒ 4

    ...and is nearly knocked senseless by energy as spell power flows into her.

    Spell 1 - Fiery Weapon:

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

    Spell 2 - Detect Evil:

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

    Spell 3 - Frost Ray:

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

    Spell4 - Holy Light:

    RotR
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Overflowing, Alahazra users her new gifts to Detect Evil.

    Play Detect Evil to scry location

    Waterfront Card 3 - Tickwood Boar:

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

    Wisdom 7 check: 1d8 ⇒ 8

    She steadies herself against her disgust for the boar, facing it head on. "Come to think of it, you might be just what I need," she says, bringing her new necromantic powers to bear (boar?).

    Discard Life Drain for combat.

    Combat 8: 1d12 + 2d4 + 2 + 1 + 2 ⇒ (9) + (4, 4) + 2 + 1 + 2 = 22 Success! Heal 1 card

    As a last bit of diligence, she uses some divine energy to learn what awaits her here at the waterfront.

    Recharge Fiery Weapon to scry waterfront revealing Snake

    End turn, recharge and reset

    Recharge Detect Evil 8: 1d12 + 2 + 1 ⇒ (4) + 2 + 1 = 7Fail!

    Recharge Life Drain 11: 1d12 + 2 + 1 ⇒ (8) + 2 + 1 = 11Success!

    "

    Alahazra wrote:

    Hand: Pyrotechnic Blast, Holy Light 2, Spellbook, Fire Snake, Ruby of Charisma, Frost Ray, Researcher,

    Displayed:
    Deck: 12 Discard: 1 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Riftwarden, Cure, Frigid Blast, Blessing of the Gods 1, Magical Child, Blessing of the Spellbound 1, Blessing of the Gods 2, Blessing of the Spellbound 3, Holy Light
    Recharged: Life Drain, Blessing of the Spellbound 2, Fiery Weapon,
    Discard Pile: Detect Evil,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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

    "

    Grand Lodge

    Hayato the Sorcerer (just kidding)

    Hayato reasons that exploring the last known sighting of the alchemist and the gladiator might bear fruit. The Tian warrior clicks his tongue and leads his trusty steed and a loyal hireling into the abandoned arena.

    The hour is Blessing of Zarongel.

    First (free) explore: Traitor. Well, that stinks - discard Surgeon. I'll discard the Katana +1 for this combat. Melee (11+5) Check, 1st Combat: 1d10 + 1 + 2 + 1d8 + 1 + 1d8 + 1d6 ⇒ (2) + 1 + 2 + (7) + 1 + (6) + (4) = 23. SUCCESS! Banished. Recharge Jinfu to explore again.

    Second explore: Slashing Blade. Not my day. Dexterity (9+5) Check: 1d6 ⇒ 2 Auto-FAIL! Combat Damage: 1d4 ⇒ 4 Wow. Recharge Champion's Do-Maru for all of that damage. End turn.

    Heptaric Locus Card #1 banished; Card #2 reshuffled into location.

    The "loyal" hireling turns out to be anything but loyal. He waits until the arena door closes before drawing a wickedly-jagged blade and slashing at the off-guard samurai. "What is this nefariousness?" Hayato manages as he desperately fends off the hacking blows from the would-be assassin. "This cult is your undoing!"

    Hayato wrote:

    Hand: Naginata, Horn of Battle Clarity, Belkzen Battle Standard, Portable Ram,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Local support for non-combat checks vs monsters and barriers available.
    Movement: Folio reroll unused.
    Other: Hi; I'm Hayato! If recharging a card for support, please use armors first.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Samurai 1, Riding Horse, Blessing of Gorum, Earthbreaker (Core), Blessing of Sarenrae, Shieldsplitter Lance, Grizzled Mercenary, Blessing of the Samurai 2, Fireproof O-Yoroi
    Recharged: Jinfu, Champion's Do-Maru,
    Discard Pile: Surgeon, Katana +1,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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).

    Grand Lodge

    During This Adventure:

    Spoiler:
    During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

    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.

    To build the blessings deck for each scenario in this adventure:

  • Shuffle 10 random blessings to make the bottom third of the deck.
  • Shuffle 10 random blessings and a Sihedron Medallion loot card to make the middle third of the deck.
  • Shuffle 10 random blessings to make the top third of the deck, for a deck of 31 cards.

    Each time you reveal the Sihedron Medallion when you advance the blessings deck, follow the directions for 'When the Sihedron Appears' in the scenario description.

    During This Scenario: The difficulty to defeat Pillbug Podiker is increased by the number of cards left in his location deck when he is encountered.

    When you would banish Grayst Sevilla, display him by the Heptaric Locus location; when he is displayed, the difficulty to close the Heptaric Locus is decreased by 6.

    Additional Rules: When the Sihedron Appears - Poison Darts! Each character takes 1d4 poison damage. Banish the Sihedron Medallion, then advance the blessings deck again.

    The henchman proxy for this scenario is:

    Skinsaw Cultist:

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

    Scenario Level (#): 2

    Turn: 4, Yoon/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

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

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

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

    Barriers
    Spoiler:
    Mystic Inscription
    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.

    Spoiler:
    Skeleton Horde
    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.

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

    Spoiler:
    Large Chest
    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.

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

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

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

    Spoiler:
    Icy Longspear +1
    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.

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

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

    Spells
    Spoiler:
    Acid Arrow
    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.

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

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

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

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

    Armors
    Spoiler:
    Magic Chain Mail
    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.

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

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

    Spoiler:
    Magic Chain Mail
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

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

    Current Hour:

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

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 1 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 2 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 MotherMyrtle/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 4 Alahazra/Qronos
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Hayato/dinketry:
    Spoiler:
    Hourglass Card 5 Hayato/dinketry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 6 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 6 Yoon/eddiephlash
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 7 Zonipticus Zonidu/Maelwys
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 8 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/Bigguyinblack
    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.
    Hourglass Card 10 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 10 Alahazra/Qronos
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Hayato/dinketry:
    Spoiler:
    Hourglass Card 11 Hayato/dinketry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 12 Yoon/eddiephlash
    Sihedron Medallion
    RotR
    Loot 1
    Type: Item
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:

    Discard this card to reduce damage dealt to you by 4.
    Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Hourglass Card 13 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 13 Zonipticus Zonidu/Maelwys
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 14 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 MotherMyrtle/Bigguyinblack
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 16 Alahazra/Qronos
    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.
    Hourglass Card 17 Hayato/dinketry:
    Spoiler:
    Hourglass Card 17 Hayato/dinketry
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 18 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 18 Yoon/eddiephlash
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 19 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 20 Seoni/EmpTyger
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 MotherMyrtle/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 22 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 22 Alahazra/Qronos
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 23 Hayato/dinketry:
    Spoiler:
    Hourglass Card 23 Hayato/dinketry
    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.
    Hourglass Card 24 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 24 Yoon/eddiephlash
    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.
    Hourglass Card 25 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 25 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 26 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 26 Seoni/EmpTyger
    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.
    Hourglass Card 27 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 MotherMyrtle/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Hayato/dinketry, Slashing Blade

    Heptaric Locus Card 1:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Heptaric Locus Card 2:
    Blessing of Desna
    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.
    Heptaric Locus Card 3:
    Magic Half-Plate
    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.
    Heptaric Locus Card 4:
    Half-Plate
    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.
    Heptaric Locus Card 5:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Heptaric Locus Card 6:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Heptaric Locus Card 7:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Heptaric Locus Card 8:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Heptaric Locus Card 9:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zonipticus Zonidu/Maelwys, MotherMyrtle/Bigguyinblack, None
    Apothecary Card 1:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 2:
    Henchman Proxy A5
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Apothecary Card 3:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Apothecary Card 4:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Apothecary Card 5:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Apothecary Card 6:
    Enfeeble
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Apothecary Card 7:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Location #3: 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
    Sandpoint Cathedral Card 1:
    Ven Vinder
    RotR
    Ally 1
    Traits:
    Human
    Shopkeeper
    To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.
    Sandpoint Cathedral Card 2:
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Sandpoint Cathedral Card 3:
    Pillbug Podicker
    RotR
    Villain B
    Type: Monster
    Traits:
    Alchemist
    Human
    To Defeat:
    Combat 11
    All damage dealt by Pillbug is Poison damage that may not be reduced.
    "Have any happy pillbugs turned up lately?" --Customer at Pillbug's Pantry, requesting poison
    Sandpoint Cathedral Card 4:
    Bunyip
    RotR
    Monster B
    Traits:
    Aquatic
    Bunyip
    Elite
    To Defeat:
    Combat 9
    Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.
    Sandpoint Cathedral Card 5:
    Enchanter
    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.
    Sandpoint Cathedral Card 6:
    Potion of Energy Resistance
    RotR
    Item B
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
    Sandpoint Cathedral Card 7:
    Aid
    RotR
    Spell B
    Traits:
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sandpoint Cathedral Card 8:
    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.
    Sandpoint Cathedral Card 9:
    Detect Evil
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.
    Sandpoint Cathedral Card 10:
    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.

    Location #4: 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
    Mill Card 1:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Mill Card 2:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Mill Card 3:
    Henchman Proxy A6
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Mill Card 4:
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
    Mill Card 5:
    Dance With Squealy Nord
    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

    Mill Card 6:
    Greatsword
    RotR
    Weapon C
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6; 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.
    Mill Card 7:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Mill Card 8:
    Snake
    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.
    Mill Card 9:
    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.
    Mill Card 10:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

    Location #5: 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
    Town Square Card 1:
    Pit of Malfeshnekor
    RotR
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.
    Town Square Card 2:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 3:
    Henchman Proxy A4
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Town Square Card 4:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Town Square Card 5:
    Bastard Sword +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Town Square Card 6:
    Potion of Healing
    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.
    Town Square Card 7:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 8:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    Town Square Card 9:
    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.
    Town Square Card 10:
    Sneak
    RotR
    Monster C
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Location #6: 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: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Alahazra/Qronos, None
    Waterfront Card 1 (Snake):
    Snake
    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.
    Waterfront Card 2:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Waterfront Card 3:
    Henchman Proxy A3
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Waterfront Card 4:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Waterfront Card 5:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
    Waterfront Card 6:
    Siren
    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.
    Waterfront Card 7:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Location #7: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, None
    The Rusty Dragon Card 1:
    Eyes of the Eagle
    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.
    The Rusty Dragon Card 2:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    The Rusty Dragon Card 3:
    Speed
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    The Rusty Dragon Card 4:
    Poog of Zarongel
    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

    The Rusty Dragon Card 5:
    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 Rusty Dragon Card 6:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    The Rusty Dragon Card 7:
    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.
    The Rusty Dragon Card 8:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Rusty Dragon Card 9:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
    The Rusty Dragon Card 10:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Location #8: 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: None
    Turtleback Ferry Card 1:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Turtleback Ferry Card 2:
    Fiery Glare
    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.
    Turtleback Ferry Card 3:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Turtleback Ferry Card 4:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Turtleback Ferry Card 5:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Turtleback Ferry Card 6:
    Grayst Sevilla
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 12
    Grayst is immune to the Mental trait.
    If defeated, you may immediately attempt to close this location.
    Turtleback Ferry Card 7:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Turtleback Ferry Card 8:
    Battered Chest
    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.
    Turtleback Ferry Card 9:
    Hell Hound
    RotR
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
    Turtleback Ferry Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


  • Mesmerist: Deck Handler

    Starting hand (apparently forgot to draw cards):

    Yoon wrote:

    Hand: Elemental Ascetic, Spirit Surge, Blessing of the Spellbound 1, Blessing of the Gods 2, Searing Flesh, Phantom Shield,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Sandpoint Cathedral
    Hero Points: 1
    Shirt Reroll: Available
    NOTES:
    Available Support: Happy to lend any of my blessings to any others for any use! Can add d4 to local combat

    Start turn. Hour is Sarenrae. Explore: Ven Vinder. Display Spirit Surge to draw 3: Quarterstaff, botg, bots. Discard BotG to bless.

    Cha 6: 2d8 ⇒ (4, 5) = 9 Acquired!

    Discard botg2 to explore: Blessing of Sarenrae. Recharge spellbound to bless (Divine trait)
    Con 4: 2d10 + 1 ⇒ (1, 2) + 1 = 4 Acquired!

    Recharge Sarenrae (hour) to explore: Pillbug Podicker. Guard Checks! Difficulty increase = 7. Reveal Searing Flesh for fort blast. Recharge Elemental Ascetic. Discard Spellbound 3 to bless.
    Combat 11 + 7 = 18: 2d10 + 3 + 1d8 + 1d6 ⇒ (7, 7) + 3 + (4) + (1) = 22 Defeated!

    Despite any guard checks, Pillbug will escape. I do get to draw a discarded blessing for defeating a monster per location power: Botg1. The location closes automatically, and I choose not to attempt a wis 6 check with my d4 wis for the wpc effect.

    End turn, Spirit surge deals 1 damage, discard Phantom Shield. Recovery, discard Spirit Surge (no chance for Arcane 9 on 1d8). Reset hand, discarding Ven Vinder, and drawing 3, then setting aside 3 discards, burying botg1, and healing the rest.

    Yoon wrote:

    Hand: Quarterstaff of Vaulting, Searing Flesh, Compass, Psychokineticist, Blessing of the Gods 1, Sign of the Pack,

    Displayed:
    Deck: 9 Discard: 3 Buried: 1
    Current Location: Sandpoint Cathedral
    Hero Points: 1
    Shirt Reroll: Available
    NOTES:
    Available Support: Happy to lend any of my blessings to any others for any use! Can add d4 to local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spellbook, Spirit Surge, Gom-Gom, Elemental Ascetic, Blessing of the Spellbound 2, Blessing of the Spellbound 1, Blessing of Sarenrae, Blessing of the Spellbound 3, Locate Object
    Recharged:
    Discard Pile: Blessing of the Gods 2, Phantom Shield, Ven Vinder,
    Buried Pile: Blessing of the Gods 1,

    Skills and Powers:
    SKILLS
    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.


    Female Human Sorcerer Deck Handler

    (During Yoon’s turn)
    Guarding Rusty Dragon:
    Diplomacy 6: 1d12 + 3 ⇒ (8) + 3 = 11
    Rusty Dragon is guarded.

    Word spread fast among the tavernfolk. Podiker would find no welcome here.

    Seoni wrote:

    Hand: Riftwarden, Blessing of Pharasma B2 (discard to bless/double bless if spell is cast), Surgeon (recharge to heal 1 local), Acid Splash, Blessing of Pharasma B1 (discard to bless/double bless if spell is cast), Cape of Escape,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes:
    Ask before using: Blessing of Pharasma x2
    Can use without asking: Blessing for storybane/closing/Boon 2; blessing if would recharge; Surgeon

    Skills and Powers:

    Skills:
    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: 1


    deck handler

    craft 6 to guard: 1d12 + 3 ⇒ (3) + 3 = 6

    Grand Lodge

    Hayato the Sorcerer (just kidding)

    Off-turn update: guard check!

    I would ask Twozees to use Good Omen for Hayato and Seoni to discard a Blessing of Pharasma please for double-blessing.

    Melee (14) Check, Good Omen, Bless x2: 3d10 + 2 + 1 + 1d6 + 1 ⇒ (9, 9, 10) + 2 + 1 + (1) + 1 = 33 Whoa. SUCCESS! Guarded.


    Oracle: Deck Handler

    Using Holy Light in combat with Bandit

    Combat 6 to guard: 1d12 + 2 + 1 + 2 + 2d6 ⇒ (10) + 2 + 1 + 2 + (2, 3) = 20 Guarded!

    Refresh 10: 1d12 + 2 + 1 ⇒ (1) + 2 + 1 = 4 FAIL! Discard Holy Light 2

    "

    Alahazra wrote:

    Hand: Pyrotechnic Blast, Spellbook, Fire Snake, Ruby of Charisma, Frost Ray, Researcher,

    Displayed:
    Deck: 12 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Find Traps, Holy Light, Cure, Blessing of the Gods 1, Riftwarden, Life Drain, Blessing of the Spellbound 3, Blessing of the Gods 2, Blessing of the Spellbound 2, Blessing of the Spellbound 1, Fiery Weapon, Magical Child
    Recharged:
    Discard Pile: Detect Evil, Holy Light 2,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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

    "

    Grand Lodge

    During This Adventure:

    Spoiler:
    During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

    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.

    To build the blessings deck for each scenario in this adventure:

  • Shuffle 10 random blessings to make the bottom third of the deck.
  • Shuffle 10 random blessings and a Sihedron Medallion loot card to make the middle third of the deck.
  • Shuffle 10 random blessings to make the top third of the deck, for a deck of 31 cards.

    Each time you reveal the Sihedron Medallion when you advance the blessings deck, follow the directions for 'When the Sihedron Appears' in the scenario description.

    During This Scenario: The difficulty to defeat Pillbug Podiker is increased by the number of cards left in his location deck when he is encountered.

    When you would banish Grayst Sevilla, display him by the Heptaric Locus location; when he is displayed, the difficulty to close the Heptaric Locus is decreased by 6.

    Additional Rules: When the Sihedron Appears - Poison Darts! Each character takes 1d4 poison damage. Banish the Sihedron Medallion, then advance the blessings deck again.

    The henchman proxy for this scenario is:

    Skinsaw Cultist:

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

    Scenario Level (#): 2

    Turn: 5, Zonipticus Zonidu/Maelwys

    Random Cards:

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

    Spoiler:
    Zombie Giant
    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.

    Spoiler:
    Spectre
    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.

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

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

    Barriers
    Spoiler:
    Skeleton Horde
    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.

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

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

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

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

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

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

    Spoiler:
    Glaive
    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.

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

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

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

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

    Spoiler:
    Fire Sneeze
    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


    Spoiler:
    Charm Person
    RotR
    Spell B
    Traits:
    Arcane
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.

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

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

    Spoiler:
    Magic Leather Armor
    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.

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

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

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

    Spoiler:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Spoiler:
    Masterwork Tools
    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.

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

    Spoiler:
    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.

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

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

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

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

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

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

    Spoiler:
    Blessing of the Gods
    RotR
    Blessing 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.

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

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

    Current Hour:

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/Bigguyinblack
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 3 Alahazra/Qronos
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Hayato/dinketry:
    Spoiler:
    Hourglass Card 4 Hayato/dinketry
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 5 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 5 Yoon/eddiephlash
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 6 Zonipticus Zonidu/Maelwys
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 7 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/Bigguyinblack
    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.
    Hourglass Card 9 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 9 Alahazra/Qronos
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Hayato/dinketry:
    Spoiler:
    Hourglass Card 10 Hayato/dinketry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 11 Yoon/eddiephlash
    Sihedron Medallion
    RotR
    Loot 1
    Type: Item
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:

    Discard this card to reduce damage dealt to you by 4.
    Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Hourglass Card 12 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 12 Zonipticus Zonidu/Maelwys
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/Bigguyinblack
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 15 Alahazra/Qronos
    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.
    Hourglass Card 16 Hayato/dinketry:
    Spoiler:
    Hourglass Card 16 Hayato/dinketry
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 17 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 17 Yoon/eddiephlash
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 18 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 19 Seoni/EmpTyger
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 20 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 MotherMyrtle/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 21 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 21 Alahazra/Qronos
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 22 Hayato/dinketry:
    Spoiler:
    Hourglass Card 22 Hayato/dinketry
    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.
    Hourglass Card 23 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 23 Yoon/eddiephlash
    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.
    Hourglass Card 24 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 24 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 25 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 25 Seoni/EmpTyger
    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.
    Hourglass Card 26 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 MotherMyrtle/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Hayato/dinketry, Slashing Blade

    Heptaric Locus Card 1:
    Shock Longbow +1
    RotR
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
    Heptaric Locus Card 2:
    Blessing of Desna
    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.
    Heptaric Locus Card 3:
    Magic Half-Plate
    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.
    Heptaric Locus Card 4:
    Half-Plate
    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.
    Heptaric Locus Card 5:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Heptaric Locus Card 6:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Heptaric Locus Card 7:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Heptaric Locus Card 8:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Heptaric Locus Card 9:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zonipticus Zonidu/Maelwys, MotherMyrtle/Bigguyinblack, None
    Apothecary Card 1:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Apothecary Card 2:
    Henchman Proxy A5
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Apothecary Card 3:
    Enchanter
    RotR
    Monster B
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.
    Apothecary Card 4:
    Augury
    RotR
    Spell B
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Apothecary Card 5:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Apothecary Card 6:
    Enfeeble
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Apothecary Card 7:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Location #3: 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 #4: 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

    Mill Card 1:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Mill Card 2:
    Snake
    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.
    Mill Card 3:
    Henchman Proxy A6
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Mill Card 4:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Mill Card 5:
    Dance With Squealy Nord
    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

    Mill Card 6:
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Mill Card 7:
    Greatsword
    RotR
    Weapon C
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6; 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.
    Mill Card 8:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
    Mill Card 9:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Mill Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Mill Card 11:
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Location #5: 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 ?: 2
    Located/Displayed Here: None
    Town Square Card 1:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Town Square Card 2:
    Potion of Healing
    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.
    Town Square Card 3:
    Pit of Malfeshnekor
    RotR
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.
    Town Square Card 4:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    Town Square Card 5:
    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.
    Town Square Card 6:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 7:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 8:
    Bastard Sword +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Town Square Card 9:
    Sneak
    RotR
    Monster C
    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.
    Town Square Card 10:
    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.
    Town Square Card 11:
    Henchman Proxy A4
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: 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: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Alahazra/Qronos, None
    Waterfront Card 1 (Snake):
    Snake
    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.
    Waterfront Card 2:
    Werewolf
    RotR
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
    Waterfront Card 3:
    Henchman Proxy A3
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Waterfront Card 4:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Waterfront Card 5:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
    Waterfront Card 6:
    Siren
    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.
    Waterfront Card 7:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Location #7: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, None
    The Rusty Dragon Card 1:
    Eyes of the Eagle
    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.
    The Rusty Dragon Card 2:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    The Rusty Dragon Card 3:
    Speed
    RotR
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    The Rusty Dragon Card 4:
    Poog of Zarongel
    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

    The Rusty Dragon Card 5:
    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 Rusty Dragon Card 6:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    The Rusty Dragon Card 7:
    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.
    The Rusty Dragon Card 8:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Rusty Dragon Card 9:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
    The Rusty Dragon Card 10:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Location #8: 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 ?: 2
    Located/Displayed Here: None
    Turtleback Ferry Card 1:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Turtleback Ferry Card 2:
    Battered Chest
    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.
    Turtleback Ferry Card 3:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Turtleback Ferry Card 4:
    Fiery Glare
    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.
    Turtleback Ferry Card 5:
    Grayst Sevilla
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 12
    Grayst is immune to the Mental trait.
    If defeated, you may immediately attempt to close this location.
    Turtleback Ferry Card 6:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Turtleback Ferry Card 7:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Turtleback Ferry Card 8:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Turtleback Ferry Card 9:
    Pillbug Podicker
    RotR
    Villain B
    Type: Monster
    Traits:
    Alchemist
    Human
    To Defeat:
    Combat 11
    All damage dealt by Pillbug is Poison damage that may not be reduced.
    "Have any happy pillbugs turned up lately?" --Customer at Pillbug's Pantry, requesting poison
    Turtleback Ferry Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Turtleback Ferry Card 11:
    Hell Hound
    RotR
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.


  • Off-turn: Send Good Omen to Recovery to boost Hayato's guard check.
    Check to Recover: Good Omen - Divine 8: 1d10 + 3 ⇒ (8) + 3 = 11 - Recharged

    Turn 5, under the Blessing of the Gods
    Display Targ at Apothecary. Draw new Weapon (Short Sword +1/1), Spell (Mirror Image/B), Item (Wand of Force Missile/1), and Ally (Toad/1) and display them with Targ.
    Bury Charm Person to draw a new Ally (Archer/B).
    Move to The Rusty Dragon

    Instead of Free Explore, display Sling on Targ to draw Toad from him.

    Discard Toad to explore - Dragon #1: Eyes of the Eagle
    Check to Acquire - Wisdom 5: 1d6 ⇒ 3- Failed, banished.

    Discard Noble Brat to explore - Dragon #2: Acolyte
    Check to Acquire - Diplomacy 6: 1d10 + 3 ⇒ (3) + 3 = 6 - Acquired

    Discard Fox to explore - Dragon #3: Speed
    Check to Acquire - Divine 6: 1d10 + 3 ⇒ (10) + 3 = 13 - Acquired

    Discard Archer to explore - Dragon #4: Poog of Zarongel
    Check to Acquire - Diplomacy 7: 1d10 + 3 ⇒ (10) + 3 = 13 - Acquired

    Display Quilted Cloth Armor. Draw 3 to reset my hand and end my turn.

    Zonipticus Zonidu wrote:

    Hand: Magic Eye, Speed, Flame Staff, Leech, Poog of Zarongel, Acolyte,

    Displayed: Targ, Targ: Short Sword +1/1, Targ: Mirror Image/B, Targ: Wand of Force Missile/1, Targ: Sling/B, Quilted Cloth Armor,
    Deck: 8 Discard: 4 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Any Local Non-Combat Check: Recharge Acolyte, Leech, Poog for +1d8
    Any Local Check: Banish Sling, Mirror Image from Targ for +1d4+2
    Any Dexterity check: Recovery Speed for +3
    Any Combat Check: Recharge Poog for +3+Fire
    Need Local intel? Recovery Magic Eye to examine top 3 of my location
    Movement: If my location closes, I'll recharge the next card on my reload list to move to the most populated location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soothing Word, Aid, Blessing of Milani, Mist Horn, The Paladin, Cat, Troubadour
    Recharged: Good Omen,
    Discard Pile: Toad, Noble Brat, Fox, Archer,
    Buried Pile: Charm Person,

    Skills and Powers:
    SKILLS
    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.


    Female Human Sorcerer Deck Handler

    Hourglass 1: Gods o’clock
    Recharging Surgeon to heal Blessing of Pharasma
    Moving to Waterfront
    Exploring Waterfront 1: Snake

    Snake:
    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.

    WIS 6: 1d6 ⇒ 5
    Snake is banished
    Seoni ordered a health potion to go, and joined Alahazra at the waterfront. The oracle thought that the snake was harmless, but Seoni gave it a wide berth anyway.

    Discarding Riftwarden to explore Waterfront 2: Werewolf

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

    Banishing Acid Splash to recovery, discarding Blessing of Pharasma, full moon
    Combat 13+3=16: 3d12 + 3 + 1d6 ⇒ (1, 9, 10) + 3 + (5) = 28
    Werewolf is banished

    “You can never tell,” warned Seoni. Case in point: she flung an acid splash at a seemingly harmless dockhand, who fell back into the moonlight and transformed into a snarling wolf. “Well, Pharasma can tell,” smirked the sorcerer.

    Ending turn. Recovery: Acid Splash is recharged. Resetting hand

    Seoni wrote:

    Hand: Crown of Charisma, Binder's Tome (reveal for +1d4 and Mental to local CHA/combat), Blessing of Pharasma 1 (discard to bless/double bless if spell is cast), Mirror Image, Blessing of the Spellbound (discard to bless/recharge to bless Arcane/Divine), Cape of Escape,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Notes:
    Ask before using: Blessing of the Spellbound, Blessing of Pharasma
    Can use without asking: Blessing for storybane/closing/Boon 2; blessing if would recharge; Binder's Tome

    Skills and Powers:

    Skills:
    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: 1

    Summary:
    Waterfront 1, 2 are banished.
    Seoni is at Waterfront.


    deck handler

    Blessing of the Gods in effect.

    Apothecary Card 1: Blessing of the Gods:

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

    Auto acquire. Discard Blessing of the Gods to explore.

    Apothecary Card 2: Henchman Proxy A5/Skinsaw Cultist:

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

    combat 11 casting Fire Sneeze: 1d12 + 1d4 + 1d12 + 1 ⇒ (1) + (2) + (3) + 1 = 7

    product reroll on the 1: 1d12 + 6 ⇒ (9) + 6 = 15

    Send Clockwork Servant (Core) 2 to recovery to explore.

    Apothecary Card 3: Enchanter:

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

    Discard Tussah Silk Coat to the BYA force damage.

    combat 8 +2 using Acid Flask (Core) 2: 1d12 + 2d6 + 3 ⇒ (12) + (1, 5) + 3 = 21

    Elixir of Energy Resistance prevents the AYA fire damage.

    Mother Myrtle ends their turn.

    Mother Myrtle attempts to recover all cards in their Recovery pile.
    Fire Sneeze: Arcane 8: 1d12 + 1d4 + 1 ⇒ (11) + (4) + 1 = 16 -> Fire Sneeze recharged.
    Clockwork Servant (Core) 2: Craft 8: 1d12 + 3 ⇒ (8) + 3 = 11 -> Clockwork Servant (Core) 2 recharged.
    Acid Flask (Core) 2: Craft 6: 1d12 + 3 ⇒ (11) + 3 = 14 -> Acid Flask (Core) 2 recharged.

    Mother Myrtle resets their hand.

    Mother Myrtle wrote:

    Hand: Blast Stone (Core), Sonic Blast, The Carnival, Noxious Bomb, Elixir of Healing, Acid Flask (Core) 1,

    Displayed: Elixir of Energy Resistance,
    Deck: 7 Discard: 3 Buried: 0
    "Current Location: Apothecary
    Hero Points: 1"
    "NOTES:
    Available Support: Support cards are available for use. Just leave me at least one way to fight.
    Folio reroll used

    Blast Stone (Core): On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    The Carnival: On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result.

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Researcher, Porcupine (Core), Acid Arrow (Core)
    Recharged: Clockwork Servant (Core), Fire Sneeze, Clockwork Servant (Core) 2, Acid Flask (Core) 2,
    Discard Pile: Blessing of the Elements, Blessing of the Gods, Tussah Silk Coat,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.

    Apothecary Card 1 acquired. Cards 2 and 3 banished.


    Oracle: Deck Handler

    Blessing of Gorum in effect

    Alahazra greets Seoni with a smile. "A delight to have you here, as always. I've been saving this for you."

    Pass Frost Ray to Seoni

    "But I think I'll need to leave this to you, dear, and head to somewhere I can be of more use."

    Move to Rusty Dragon -> Free explore

    Exploring the bar, Alahazra encounters the a swarm of rats, which feels oddly cliche. She's much too powerful for this sort of entry level encounter.

    The Rusty Dragon Card 5: Rat Swarm:

    RotR
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

    combat 8 casting Pyrotechnic Blast: 1d12 + 2 + 1 + 2 + 2d4 ⇒ (2) + 2 + 1 + 2 + (2, 2) = 11
    reroll the d12: 1d12 + 9 ⇒ (6) + 9 = 15 Success! (and enough to defeat it properly)

    Realizing her arrogance almost got the better of her, and her resources are nearly spent, Alahazra orders a glass of wine and rests, anxious to regain some offensive power.

    Discard Fire Snake to regain Holy Light 2

    recharge Pyrotechnic Blast 10: 1d12 + 2 + 1 ⇒ (6) + 2 + 1 = 9 Fail

    "

    Alahazra wrote:

    Hand: Holy Light 2, Ruby of Charisma, Researcher, Magical Child, Cure, Riftwarden, Blessing of the Spellbound 2,

    Displayed:
    Deck: 9 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Find Traps, Spellbook, Life Drain, Holy Light, Blessing of the Gods 2, Fiery Weapon, Blessing of the Gods 1, Blessing of the Spellbound 3, Blessing of the Spellbound 1
    Recharged:
    Discard Pile: Detect Evil, Fire Snake, Pyrotechnic Blast,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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

    "

    Grand Lodge

    Hayato the Sorcerer (just kidding)

    Out of turn updates: guard check

    Hayato stares at the body of his hireling, the healer who tried to stab him in the back. "There is something afoot in Heptar," Hayato reasons, moving to open the door to the abandoned arena. He finds it stuck, but with a firm pull frees it from its frame. The samurai peers out into the desolate area of the town, frowns, then closes the door and returns to peruse where Pillbug was last seen. He side-steps the field surgeon.

    The hour is Blessing of Lamashtu.

    First (free) explore: Shock Longbow +1. Dexterity (11) Check: 1d6 ⇒ 6 Auto-FAIL! End turn.

    Heptaric Locus Card #1 banished.

    As Hayato moves around the surgeon, he crunches onto a missile weapon strewn on the ground.

    Hayato wrote:

    Hand: Naginata, Horn of Battle Clarity, Belkzen Battle Standard, Portable Ram,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Local support for non-combat checks vs monsters and barriers available.
    Movement: Folio reroll unused.
    Other: Hi; I'm Hayato! If recharging a card for support, please use armors first.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Samurai 1, Riding Horse, Blessing of Gorum, Earthbreaker (Core), Blessing of Sarenrae, Shieldsplitter Lance, Grizzled Mercenary, Blessing of the Samurai 2, Fireproof O-Yoroi
    Recharged: Jinfu, Champion's Do-Maru,
    Discard Pile: Surgeon, Katana +1,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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).

    Grand Lodge

    During This Adventure:

    Spoiler:
    During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

    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.

    To build the blessings deck for each scenario in this adventure:

  • Shuffle 10 random blessings to make the bottom third of the deck.
  • Shuffle 10 random blessings and a Sihedron Medallion loot card to make the middle third of the deck.
  • Shuffle 10 random blessings to make the top third of the deck, for a deck of 31 cards.

    Each time you reveal the Sihedron Medallion when you advance the blessings deck, follow the directions for 'When the Sihedron Appears' in the scenario description.

    During This Scenario: The difficulty to defeat Pillbug Podiker is increased by the number of cards left in his location deck when he is encountered.

    When you would banish Grayst Sevilla, display him by the Heptaric Locus location; when he is displayed, the difficulty to close the Heptaric Locus is decreased by 6.

    Additional Rules: When the Sihedron Appears - Poison Darts! Each character takes 1d4 poison damage. Banish the Sihedron Medallion, then advance the blessings deck again.

    The henchman proxy for this scenario is:

    Skinsaw Cultist:

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

    Scenario Level (#): 2

    Turn: 10, Yoon/eddiephlash

    Random Cards:

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

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

    Spoiler:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

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

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

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

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

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

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

    Weapons
    Spoiler:
    Scimitar
    RotR
    Weapon C
    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.

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

    Spoiler:
    Horsechopper +1
    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


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

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

    Spells
    Spoiler:
    Detect Evil
    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.

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

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

    Spoiler:
    Find Traps
    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.

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

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

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

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

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

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

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

    Spoiler:
    Masterwork Tools
    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.

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

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

    Spoiler:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

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

    Spoiler:
    Acolyte
    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.

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 1 Zonipticus Zonidu/Maelwys
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 2 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 MotherMyrtle/Bigguyinblack
    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.
    Hourglass Card 4 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 4 Alahazra/Qronos
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Hayato/dinketry:
    Spoiler:
    Hourglass Card 5 Hayato/dinketry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 6 Yoon/eddiephlash
    Sihedron Medallion
    RotR
    Loot 1
    Type: Item
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:

    Discard this card to reduce damage dealt to you by 4.
    Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Hourglass Card 7 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 7 Zonipticus Zonidu/Maelwys
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 8 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/Bigguyinblack
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 10 Alahazra/Qronos
    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.
    Hourglass Card 11 Hayato/dinketry:
    Spoiler:
    Hourglass Card 11 Hayato/dinketry
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 12 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 12 Yoon/eddiephlash
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 13 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 14 Seoni/EmpTyger
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 MotherMyrtle/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 16 Alahazra/Qronos
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 17 Hayato/dinketry:
    Spoiler:
    Hourglass Card 17 Hayato/dinketry
    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.
    Hourglass Card 18 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 18 Yoon/eddiephlash
    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.
    Hourglass Card 19 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 19 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 20 Seoni/EmpTyger
    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.
    Hourglass Card 21 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 MotherMyrtle/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Hayato/dinketry, Slashing Blade

    Heptaric Locus Card 1:
    Blessing of Desna
    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.
    Heptaric Locus Card 2:
    Magic Half-Plate
    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.
    Heptaric Locus Card 3:
    Half-Plate
    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.
    Heptaric Locus Card 4:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Heptaric Locus Card 5:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Heptaric Locus Card 6:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Heptaric Locus Card 7:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Heptaric Locus Card 8:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack, Targ
    Apothecary Card 1:
    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.
    Apothecary Card 2:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Apothecary Card 3:
    Enfeeble
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Apothecary Card 4:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Location #3: 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 #4: 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

    Mill Card 1:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Mill Card 2:
    Snake
    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.
    Mill Card 3:
    Henchman Proxy A6
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Mill Card 4:
    Magic Leather Armor
    RotR
    Armor B
    Traits:
    Elite
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Mill Card 5:
    Dance With Squealy Nord
    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

    Mill Card 6:
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Mill Card 7:
    Greatsword
    RotR
    Weapon C
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6; 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.
    Mill Card 8:
    Ogre
    RotR
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
    Mill Card 9:
    Shadow
    RotR
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Mill Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Mill Card 11:
    Locked Passage
    RotR
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Location #5: 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 ?: 2
    Located/Displayed Here: None
    Town Square Card 1:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Town Square Card 2:
    Potion of Healing
    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.
    Town Square Card 3:
    Pit of Malfeshnekor
    RotR
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.
    Town Square Card 4:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    Town Square Card 5:
    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.
    Town Square Card 6:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 7:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 8:
    Bastard Sword +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Town Square Card 9:
    Sneak
    RotR
    Monster C
    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.
    Town Square Card 10:
    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.
    Town Square Card 11:
    Henchman Proxy A4
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: 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: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, None
    Waterfront Card 1:
    Henchman Proxy A3
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Waterfront Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Waterfront Card 3:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
    Waterfront Card 4:
    Siren
    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.
    Waterfront Card 5:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Location #7: The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Alahazra/Qronos, Zonipticus Zonidu/Maelwys, None
    The Rusty Dragon Card 1:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    The Rusty Dragon Card 2:
    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.
    The Rusty Dragon Card 3:
    Henchman Proxy A1
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Rusty Dragon Card 4:
    Longbow +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
    The Rusty Dragon Card 5:
    Tickwood Boar
    RotR
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Location #8: 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 ?: 2
    Located/Displayed Here: None
    Turtleback Ferry Card 1:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Turtleback Ferry Card 2:
    Battered Chest
    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.
    Turtleback Ferry Card 3:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Turtleback Ferry Card 4:
    Fiery Glare
    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.
    Turtleback Ferry Card 5:
    Grayst Sevilla
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 12
    Grayst is immune to the Mental trait.
    If defeated, you may immediately attempt to close this location.
    Turtleback Ferry Card 6:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Turtleback Ferry Card 7:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Turtleback Ferry Card 8:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Turtleback Ferry Card 9:
    Pillbug Podicker
    RotR
    Villain B
    Type: Monster
    Traits:
    Alchemist
    Human
    To Defeat:
    Combat 11
    All damage dealt by Pillbug is Poison damage that may not be reduced.
    "Have any happy pillbugs turned up lately?" --Customer at Pillbug's Pantry, requesting poison
    Turtleback Ferry Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Turtleback Ferry Card 11:
    Hell Hound
    RotR
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.


  • Mesmerist: Deck Handler

    Start turn. Hour is Calistria. Move to Mill. Explore: Boots of Elvenkind. Reveal Quarterstaff.
    Acro 5: 1d10 + 2 + 1d6 + 1 ⇒ (1) + 2 + (5) + 1 = 9 Acquired!

    Discard Compass to explore: Snake. Banished.

    Discard BotG to explore: Henchman Proxy: Skinsaw Cultist. Reveal Searing Flesh for fort blast. Discard sign to bless.
    Combat 11: 2d10 + 3 + 1d8 ⇒ (8, 7) + 3 + (7) = 25 Defeated!

    Attempt to close. Reveal Quarterstaff and boots.
    Acro 8: 2d10 + 2 + 1d6 + 1 ⇒ (4, 10) + 2 + (2) + 1 = 19 Success!

    Search for villains - none! Mill closed!

    End turn. Reset hand, discarding boots, drawing 3, then setting aside 3 discards, burying Boots, and healing the rest.

    Yoon wrote:

    Hand: Quarterstaff of Vaulting, Searing Flesh, Locate Object, Psychokineticist, Blessing of the Spellbound 1, Blessing of the Spellbound 2,

    Displayed:
    Deck: 8 Discard: 4 Buried: 2
    Current Location: Mill
    Hero Points: 1
    Shirt Reroll: Available
    NOTES:
    Available Support: Happy to lend any of my blessings to any others for any use! Can add d4 to local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elemental Ascetic, Spirit Surge, Blessing of the Gods 2, Gom-Gom, Phantom Shield, Spellbook, Blessing of Sarenrae, Blessing of the Spellbound 3
    Recharged:
    Discard Pile: Ven Vinder, Compass, Blessing of the Gods 1, Sign of the Pack,
    Buried Pile: Blessing of the Gods 1, Boots of Elvenkind,

    Skills and Powers:
    SKILLS
    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.


    Turn 11, under the Blessing of Erastil

    Free Exploration - Dragon #1: Grizzled Mercenary
    Check to Acquire - Diplomacy 6: 1d10 + 3 ⇒ (1) + 3 = 4 - Failed, moved to bottom of location deck.

    Send Magic Eye to Recovery to examine Dragon #2: Skeleton Horde, Dragon #3: Skinsaw Cultist, Dragon #4: Longbow +1

    Discard Poog of Zarongel to explore - Dragon #2: Skeleton Horde
    Everybody except Yoon needs to fight an Ancient Skeleton

    Ancient Skeleton:

    Henchman
    Type: Monster
    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.

    Reveal Flame Staff for combat.
    Check to Defeat - Combat 8: 1d10 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9 - Defeated

    Discard Leech to explore - Dragon #3: Skinsaw Cultist
    Reveal Flame Staff for combat. Discard Speed for +1d8. Leech gives me +1d4+Mental.
    Check to Defeat - Combat 11: 1d8 + 3 + 1d4 + 1d8 + 1d4 ⇒ (1) + 3 + (4) + (7) + (4) = 19 - Defeated
    Leech gives me +1d4+Mental to Diplomacy to close
    Check to Close - Diplomacy 6: 1d10 + 3 + 1d4 ⇒ (7) + 3 + (1) = 11 - Success, closed.
    On closing, recharge Leech from discard pile.

    Check to Recover: Magic Eye - Divine 9: 1d10 + 3 ⇒ (3) + 3 = 6 - Failed, discarded.
    Draw 4 to reset my hand and end my turn.

    Zonipticus Zonidu wrote:

    Hand: Mist Horn, Flame Staff, Troubadour, Cat, Acolyte, The Paladin,

    Displayed: Targ, Targ: Short Sword +1/1, Targ: Mirror Image/B, Targ: Wand of Force Missile/1, Targ: Sling/B, Quilted Cloth Armor,
    Deck: 5 Discard: 7 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Any Local Non-Combat Check: Recharge Acolyte, Cat, Troubadour for +1d8
    Any Local Check: Banish Sling, Mirror Image from Targ for +1d4+2
    Any non-Combat Check against a Bane: Discard The Paladin to Bless + 1d10+3
    Local Damage: Display Mist Horn to reduce damage to all local characters by 1d4+1
    Movement: If my location closes, I'll recharge the next card on my reload list to move to the most populated location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soothing Word, Blessing of Milani, Aid
    Recharged: Good Omen, Leech,
    Discard Pile: Toad, Noble Brat, Fox, Archer, Poog of Zarongel, Speed, Magic Eye,
    Buried Pile: Charm Person,

    Skills and Powers:
    SKILLS
    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.

    Start of Seoni's turn, recharge Mist Horn to draw 1 (Soothing Word) and move to the Waterfront. Targ is displayed at the Waterfront.

    Grand Lodge

    Hayato the Sorcerer (just kidding)

    Off-turn update: Skeleton Horde

    Ancient Skeleton:

    ROTR-B, ROTR-C henchman (monster)
    UndeadSkeleton
    Check to defeat
    Combat
    8
    Powers
    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.

    Reveal Belkzen Battle Standard (BBS) and use Naginata. Melee (8+3) Check, BBS: 1d10 + 2 + 1 + 2d8 ⇒ (8) + 2 + 1 + (7, 2) = 20 SUCCESS!

    Grand Lodge

    During This Adventure:

    Spoiler:
    During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

    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.

    To build the blessings deck for each scenario in this adventure:

  • Shuffle 10 random blessings to make the bottom third of the deck.
  • Shuffle 10 random blessings and a Sihedron Medallion loot card to make the middle third of the deck.
  • Shuffle 10 random blessings to make the top third of the deck, for a deck of 31 cards.

    Each time you reveal the Sihedron Medallion when you advance the blessings deck, follow the directions for 'When the Sihedron Appears' in the scenario description.

    During This Scenario: The difficulty to defeat Pillbug Podiker is increased by the number of cards left in his location deck when he is encountered.

    When you would banish Grayst Sevilla, display him by the Heptaric Locus location; when he is displayed, the difficulty to close the Heptaric Locus is decreased by 6.

    Additional Rules: When the Sihedron Appears - Poison Darts! Each character takes 1d4 poison damage. Banish the Sihedron Medallion, then advance the blessings deck again.

    The henchman proxy for this scenario is:

    Skinsaw Cultist:

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

    Scenario Level (#): 2

    Turn: 12, Seoni/EmpTyger

    Random Cards:

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

    Spoiler:
    Zombie Giant
    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.

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

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

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

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

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

    Spoiler:
    Large Chest
    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.

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

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

    Weapons
    Spoiler:
    Scimitar
    RotR
    Weapon C
    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.

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

    Spoiler:
    Greatsword
    RotR
    Weapon C
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Horsechopper +1
    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


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

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

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

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

    Spoiler:
    Holy Light
    RotR
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Fire Sneeze
    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


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

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

    Spoiler:
    Magic Chain Mail
    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.

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

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

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

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

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

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

    Spoiler:
    Masterwork Tools
    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.

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

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

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

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

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

    Blessings
    Spoiler:
    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.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/Bigguyinblack
    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.
    Hourglass Card 2 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 2 Alahazra/Qronos
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Hayato/dinketry:
    Spoiler:
    Hourglass Card 3 Hayato/dinketry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 4 Yoon/eddiephlash
    Sihedron Medallion
    RotR
    Loot 1
    Type: Item
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:

    Discard this card to reduce damage dealt to you by 4.
    Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Hourglass Card 5 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 5 Zonipticus Zonidu/Maelwys
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 6 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/Bigguyinblack
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 8 Alahazra/Qronos
    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.
    Hourglass Card 9 Hayato/dinketry:
    Spoiler:
    Hourglass Card 9 Hayato/dinketry
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 10 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 10 Yoon/eddiephlash
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 11 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 12 Seoni/EmpTyger
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 MotherMyrtle/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 14 Alahazra/Qronos
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 15 Hayato/dinketry:
    Spoiler:
    Hourglass Card 15 Hayato/dinketry
    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.
    Hourglass Card 16 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 16 Yoon/eddiephlash
    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.
    Hourglass Card 17 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 17 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 18 Seoni/EmpTyger
    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.
    Hourglass Card 19 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Hayato/dinketry, Slashing Blade, Belkzen Battle Standard (displayed)

    Heptaric Locus Card 1:
    Blessing of Desna
    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.
    Heptaric Locus Card 2:
    Magic Half-Plate
    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.
    Heptaric Locus Card 3:
    Half-Plate
    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.
    Heptaric Locus Card 4:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Heptaric Locus Card 5:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Heptaric Locus Card 6:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Heptaric Locus Card 7:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Heptaric Locus Card 8:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack,
    Apothecary Card 1:
    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.
    Apothecary Card 2:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Apothecary Card 3:
    Enfeeble
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Apothecary Card 4:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Location #3: 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 #4: Mill
    Closed
    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: 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 ?: 2
    Located/Displayed Here: None

    Town Square Card 1:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Town Square Card 2:
    Potion of Healing
    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.
    Town Square Card 3:
    Pit of Malfeshnekor
    RotR
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.
    Town Square Card 4:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    Town Square Card 5:
    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.
    Town Square Card 6:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 7:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 8:
    Bastard Sword +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Town Square Card 9:
    Sneak
    RotR
    Monster C
    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.
    Town Square Card 10:
    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.
    Town Square Card 11:
    Henchman Proxy A4
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: 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: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zonipticus Zonidu/Maelwys, Seoni/EmpTyger, Targ
    Waterfront Card 1:
    Henchman Proxy A3
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Waterfront Card 2:
    Ambush
    RotR
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    WisdomPerceptionDexterityAcrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Waterfront Card 3:
    Yeth Hound
    RotR
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
    Waterfront Card 4:
    Siren
    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.
    Waterfront Card 5:
    Toad
    RotR
    Ally 1
    Traits:
    Animal
    Arcane
    To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Location #7: The Rusty Dragon
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Alahazra/Qronos, None

    Location #8: 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 ?: 2
    Located/Displayed Here: None

    Turtleback Ferry Card 1:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Turtleback Ferry Card 2:
    Battered Chest
    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.
    Turtleback Ferry Card 3:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Turtleback Ferry Card 4:
    Fiery Glare
    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.
    Turtleback Ferry Card 5:
    Grayst Sevilla
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 12
    Grayst is immune to the Mental trait.
    If defeated, you may immediately attempt to close this location.
    Turtleback Ferry Card 6:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Turtleback Ferry Card 7:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Turtleback Ferry Card 8:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Turtleback Ferry Card 9:
    Pillbug Podicker
    RotR
    Villain B
    Type: Monster
    Traits:
    Alchemist
    Human
    To Defeat:
    Combat 11
    All damage dealt by Pillbug is Poison damage that may not be reduced.
    "Have any happy pillbugs turned up lately?" --Customer at Pillbug's Pantry, requesting poison
    Turtleback Ferry Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Turtleback Ferry Card 11:
    Hell Hound
    RotR
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.


  • Oracle: Deck Handler

    Off-turn fight Ancient Skeleton

    Combat 8 using Holy Light: 1d12 + 2 + 1 + 2 + 2d12 ⇒ (11) + 2 + 1 + 2 + (8, 3) = 27 Success!

    recharge Holy Light 10: 1d12 + 1 + 2 ⇒ (2) + 1 + 2 = 5 FAIL

    "

    Alahazra wrote:

    Hand: Ruby of Charisma, Researcher, Magical Child, Cure, Riftwarden, Blessing of the Spellbound 2,

    Displayed:
    Deck: 9 Discard: 4 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods 2, Life Drain, Holy Light, Blessing of the Spellbound 3, Blessing of the Gods 1, Fiery Weapon, Blessing of the Spellbound 1, Spellbook, Find Traps
    Recharged:
    Discard Pile: Detect Evil, Fire Snake, Pyrotechnic Blast, Holy Light 2,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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

    "


    deck handler

    Combat 8 vs Ancient Skeletons using Acid Flask: 1d12 + 2d6 + 3 ⇒ (3) + (3, 4) + 3 = 13


    Female Human Sorcerer Deck Handler

    (During Zonipticus’s turn)
    Skeleton Horde: Summoning Ancient Skeleton

    Ancient Skeleton:
    Monster Henchman B
    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.


    Banishing Frost Ray to recovery
    Combat 8: 1d12 + 3 + 2d6 ⇒ (12) + 3 + (5, 4) = 24
    Ancient Skeleton is banished
    Recovery: Frost Ray is recharged

    Alahazra’s frost spell was incredibly potent. The skeleton was encased in a block of ice.

    (Seoni’s turn)
    Hourglass: Gods o’clock
    Exploring Waterfront 1: Henchman A3: Skinsaw Cultist

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

    Discarding Cape of Escape as an Attack Fire Magic spell, revealing Binder’s Tome
    Combat 11: 1d12 + 3 + 1d6 + 1 + 1d4 ⇒ (3) + 3 + (3) + 1 + (1) = 11
    Henchman A3 is banished.
    Closing Waterfront: Summoning Bandit

    Bandit:
    Monster Henchman B
    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.


    Bandit: Recharging Mirror Image
    Discarding Crown of Charisma as an Attack Fire Magic spell, revealing Binder’s Tome
    Combat 8: 1d12 + 3 + 1d6 + 1 + 1d4 ⇒ (1) + 3 + (1) + 1 + (2) = 8
    Bandit is banished. Waterfront is closed.
    Waterfront: Discarding Blessing of Pharasma. Zonipticus must discard a card

    Seoni spotted a skulking figure on the pier. A precisely aimed firebolt blasted the cultist’s mask off. Another firebolt, just as precise, sent him tumbling off the pier. The resulting splash drenched Seoni and Zonipticus.

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Apprentice, Binder's Tome (reveal for +1d4 and Mental to local CHA/combat), Life Drain, Blessing of the Gods (discard to bless/copy hour), Blessing of the Spellbound (discard to bless/recharge to bless Arcane/Divine), Blessing of Pharasma B1 (discard to bless/double bless if spell is cast),

    Displayed:
    Deck: 6 Discard: 5 Buried: 0
    Notes:
    Ask before using: Blessing of the Gods, Blessing of the Spellbound, Blessing of Pharasma
    Can use without asking: Blessing for storybane/closing/Boon 2; blessing if would recharge; Binder's Tome

    Skills and Powers:

    Skills:
    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: 1

    Summary:
    Waterfront 1 is banished.
    Waterfront is closed.
    Zonipticus discards a card.

    Grand Lodge

    During This Adventure:

    Spoiler:
    During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

    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.

    To build the blessings deck for each scenario in this adventure:

  • Shuffle 10 random blessings to make the bottom third of the deck.
  • Shuffle 10 random blessings and a Sihedron Medallion loot card to make the middle third of the deck.
  • Shuffle 10 random blessings to make the top third of the deck, for a deck of 31 cards.

    Each time you reveal the Sihedron Medallion when you advance the blessings deck, follow the directions for 'When the Sihedron Appears' in the scenario description.

    During This Scenario: The difficulty to defeat Pillbug Podiker is increased by the number of cards left in his location deck when he is encountered.

    When you would banish Grayst Sevilla, display him by the Heptaric Locus location; when he is displayed, the difficulty to close the Heptaric Locus is decreased by 6.

    Additional Rules: When the Sihedron Appears - Poison Darts! Each character takes 1d4 poison damage. Banish the Sihedron Medallion, then advance the blessings deck again.

    The henchman proxy for this scenario is:

    Skinsaw Cultist:

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

    Scenario Level (#): 2

    Turn: 13, MotherMyrtle/Bigguyinblack

    Random Cards:

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

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

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

    Spoiler:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Half-Plate
    RotR
    Armor 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.

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

    Spoiler:
    Magic Leather Armor
    RotR
    Armor 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.

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

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

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

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

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

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

    Allies
    Spoiler:
    Acolyte
    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.

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

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

    Spoiler:
    Saber-Toothed Tiger
    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.

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

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

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

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

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

    Spoiler:
    Blessing of the Gods
    RotR
    Blessing 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:

    Blessing of Shelyn:
    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.

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 1 Alahazra/Qronos
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 Hayato/dinketry:
    Spoiler:
    Hourglass Card 2 Hayato/dinketry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 3 Yoon/eddiephlash
    Sihedron Medallion
    RotR
    Loot 1
    Type: Item
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:

    Discard this card to reduce damage dealt to you by 4.
    Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Hourglass Card 4 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 4 Zonipticus Zonidu/Maelwys
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/Bigguyinblack
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 7 Alahazra/Qronos
    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.
    Hourglass Card 8 Hayato/dinketry:
    Spoiler:
    Hourglass Card 8 Hayato/dinketry
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 9 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 9 Yoon/eddiephlash
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 10 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 11 Seoni/EmpTyger
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 13 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 13 Alahazra/Qronos
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 14 Hayato/dinketry:
    Spoiler:
    Hourglass Card 14 Hayato/dinketry
    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.
    Hourglass Card 15 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 15 Yoon/eddiephlash
    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.
    Hourglass Card 16 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 16 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 Seoni/EmpTyger
    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.
    Hourglass Card 18 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 MotherMyrtle/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Hayato/dinketry, Slashing Blade, Belkzen Battle Standard (displayed)

    Heptaric Locus Card 1:
    Blessing of Desna
    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.
    Heptaric Locus Card 2:
    Magic Half-Plate
    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.
    Heptaric Locus Card 3:
    Half-Plate
    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.
    Heptaric Locus Card 4:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Heptaric Locus Card 5:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Heptaric Locus Card 6:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Heptaric Locus Card 7:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Heptaric Locus Card 8:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack,
    Apothecary Card 1:
    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.
    Apothecary Card 2:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Apothecary Card 3:
    Enfeeble
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.
    Apothecary Card 4:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Location #3: 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 #4: Mill
    Closed
    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: 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 ?: 2
    Located/Displayed Here: None

    Town Square Card 1:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Town Square Card 2:
    Potion of Healing
    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.
    Town Square Card 3:
    Pit of Malfeshnekor
    RotR
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.
    Town Square Card 4:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    Town Square Card 5:
    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.
    Town Square Card 6:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 7:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 8:
    Bastard Sword +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Town Square Card 9:
    Sneak
    RotR
    Monster C
    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.
    Town Square Card 10:
    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.
    Town Square Card 11:
    Henchman Proxy A4
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Waterfront
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zonipticus Zonidu/Maelwys, Seoni/EmpTyger, Targ

    Location #7: The Rusty Dragon
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Alahazra/Qronos, None

    Location #8: 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 ?: 2
    Located/Displayed Here: None

    Turtleback Ferry Card 1:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Turtleback Ferry Card 2:
    Battered Chest
    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.
    Turtleback Ferry Card 3:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Turtleback Ferry Card 4:
    Fiery Glare
    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.
    Turtleback Ferry Card 5:
    Grayst Sevilla
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 12
    Grayst is immune to the Mental trait.
    If defeated, you may immediately attempt to close this location.
    Turtleback Ferry Card 6:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Turtleback Ferry Card 7:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Turtleback Ferry Card 8:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Turtleback Ferry Card 9:
    Pillbug Podicker
    RotR
    Villain B
    Type: Monster
    Traits:
    Alchemist
    Human
    To Defeat:
    Combat 11
    All damage dealt by Pillbug is Poison damage that may not be reduced.
    "Have any happy pillbugs turned up lately?" --Customer at Pillbug's Pantry, requesting poison
    Turtleback Ferry Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Turtleback Ferry Card 11:
    Hell Hound
    RotR
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.


  • deck handler

    Mother Myrtle attempts to recover all cards in their Recovery pile.
    Acid Flask (Core) 1: Craft 6: 1d12 + 3 ⇒ (5) + 3 = 8 -> Acid Flask (Core) 1 recharged.

    Blessing of Shelyn in effect.

    Apothecary Card 1: 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.

    arcane 6: 1d12 + 1d4 + 1 ⇒ (8) + (4) + 1 = 13

    Cast Augury for spell.2. Father Zantus, 3. Enfeeble, 4. Potion of Ruggedness. Shuffle the location and put Enfeeble on top. Discard The Carnival to explore.

    Apothecary Card 3: Enfeeble:

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

    arcane 6: 1d12 + 1d4 + 1 ⇒ (6) + (3) + 1 = 10

    Elixir of Healing myself: 1d4 + 1 ⇒ (4) + 1 = 5

    Mother Myrtle ends their turn. Discard Enfeeble.

    Mother Myrtle attempts to recover all cards in their Recovery pile.
    Augury: Arcane 8: 1d12 + 1d4 + 1 ⇒ (5) + (2) + 1 = 8 -> Augury recharged.
    Elixir of Healing: Craft 6: 1d12 + 3 ⇒ (6) + 3 = 9 -> Elixir of Healing recharged.

    Mother Myrtle resets their hand.

    Mother Myrtle wrote:

    Hand: Blast Stone (Core), Sonic Blast, Clockwork Servant (Core), Noxious Bomb, The Carnival, Researcher,

    Displayed: Elixir of Energy Resistance,
    Deck: 11 Discard: 1 Buried: 0
    "Current Location: Apothecary
    Hero Points: 1"
    "NOTES:
    Available Support: Support cards are available for use. Just leave me at least one way to fight.
    Folio reroll used

    Blast Stone (Core): On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    The Carnival: On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result.

    Clockwork Servant: On a local Intelligence or Craft check, recharge to add 1d6.
    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Porcupine (Core), Tussah Silk Coat, Blessing of the Elements, Acid Flask (Core) 1, Acid Flask (Core) 2, Blessing of the Gods, Acid Arrow (Core), Fire Sneeze, Clockwork Servant (Core) 2
    Recharged: Augury, Elixir of Healing,
    Discard Pile: Enfeeble,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.

    Apothecary Cards 1 and 3 acquired. The other 2 cards are known and shuffled.

    Grand Lodge

    During This Adventure:

    Spoiler:
    During play of each adventure in this adventure path, the game box should only include cards with a set indicator equal to the adventure number and lower (for example, during The Heir Enthroned, only cards with a set indicator of B, C, P, or 1 should be present; during Bookkeepers, only cards with a set of B, C, P, 1, 2, 3, or 4 should be present). This rule does not apply when setting up scenarios; in fact, scenarios often call for specific locations, villains, henchmen, or other cards with a higher set indicator.

    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.

    To build the blessings deck for each scenario in this adventure:

  • Shuffle 10 random blessings to make the bottom third of the deck.
  • Shuffle 10 random blessings and a Sihedron Medallion loot card to make the middle third of the deck.
  • Shuffle 10 random blessings to make the top third of the deck, for a deck of 31 cards.

    Each time you reveal the Sihedron Medallion when you advance the blessings deck, follow the directions for 'When the Sihedron Appears' in the scenario description.

    During This Scenario: The difficulty to defeat Pillbug Podiker is increased by the number of cards left in his location deck when he is encountered.

    When you would banish Grayst Sevilla, display him by the Heptaric Locus location; when he is displayed, the difficulty to close the Heptaric Locus is decreased by 6.

    Additional Rules: When the Sihedron Appears - Poison Darts! Each character takes 1d4 poison damage. Banish the Sihedron Medallion, then advance the blessings deck again.

    The henchman proxy for this scenario is:

    Skinsaw Cultist:

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

    Scenario Level (#): 2

    Turn: 14, Alahazra/Qronos

    Random Cards:

    Monsters
    Spoiler:
    Shadow
    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.

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

    Spoiler:
    Grindylow
    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

    Spoiler:
    Plague Zombie
    RotR
    Monster C
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

    Barriers
    Spoiler:
    Large Chest
    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.

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

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

    Spoiler:
    Explosive Runes
    RotR
    Barrier 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.

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

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

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

    Spoiler:
    Greatsword
    RotR
    Weapon C
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Icy Longspear +1
    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.

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

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

    Spoiler:
    Augury
    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.

    Spoiler:
    Detect Evil
    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.

    Spoiler:
    Acid Arrow
    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.

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

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

    Spoiler:
    Magic Chain Mail
    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.

    Spoiler:
    Goblin Plate +1
    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.


    Spoiler:
    Magic Chain Mail
    RotR
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

    Items
    Spoiler:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

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

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

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

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

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

    Spoiler:
    Snake
    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.

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

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

    Spoiler:
    Soldier
    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.

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

    Spoiler:
    Blessing of Erastil
    RotR
    Blessing 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.

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

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

    Spoiler:
    Blessing of the Gods
    RotR
    Blessing 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:

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

    Hours Remaining: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Hayato/dinketry:
    Spoiler:
    Hourglass Card 1 Hayato/dinketry
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 2 Yoon/eddiephlash
    Sihedron Medallion
    RotR
    Loot 1
    Type: Item
    Traits:
    Accessory
    Magic
    Sihedron
    To Acquire:

    Discard this card to reduce damage dealt to you by 4.
    Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Hourglass Card 3 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 3 Zonipticus Zonidu/Maelwys
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 4 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/Bigguyinblack
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 6 Alahazra/Qronos
    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.
    Hourglass Card 7 Hayato/dinketry:
    Spoiler:
    Hourglass Card 7 Hayato/dinketry
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 8 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 8 Yoon/eddiephlash
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 9 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 9 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 10 Seoni/EmpTyger
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/Bigguyinblack
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 12 Alahazra/Qronos
    Blessing of Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 13 Hayato/dinketry:
    Spoiler:
    Hourglass Card 13 Hayato/dinketry
    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.
    Hourglass Card 14 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 14 Yoon/eddiephlash
    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.
    Hourglass Card 15 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 15 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 16 Seoni/EmpTyger
    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.
    Hourglass Card 17 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Heptaric Locus
    At This Location: The difficulty to defeat banes is increased by 5.
    When Closing: Succeed at a Strength or Melee 14 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Hayato/dinketry, Slashing Blade, Belkzen Battle Standard (displayed)

    Heptaric Locus Card 1:
    Blessing of Desna
    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.
    Heptaric Locus Card 2:
    Magic Half-Plate
    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.
    Heptaric Locus Card 3:
    Half-Plate
    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.
    Heptaric Locus Card 4:
    Staff of Minor Healing
    RotR
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Heptaric Locus Card 5:
    Goblin Warchanter
    RotR
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Heptaric Locus Card 6:
    Slashing Blade
    RotR
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Heptaric Locus Card 7:
    Goblin Warrior
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Heptaric Locus Card 8:
    Henchman Proxy A2
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Apothecary
    At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
    When Closing: Succeed at an Intelligence or Craft 6 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack, Father Zantus, Potion of Ruggedness
    Apothecary Card 1:
    Father Zantus
    RotR
    Ally B
    Traits:
    Cleric
    Divine
    Human
    To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.
    Apothecary Card 2:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Location #3: 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 #4: Mill
    Closed
    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: 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 ?: 2
    Located/Displayed Here: None

    Town Square Card 1:
    Archer
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.
    Town Square Card 2:
    Potion of Healing
    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.
    Town Square Card 3:
    Pit of Malfeshnekor
    RotR
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.
    Town Square Card 4:
    Acolyte
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
    Town Square Card 5:
    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.
    Town Square Card 6:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 7:
    Scorching Ray
    RotR
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    IntelligenceArcane 6
    For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait.

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

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

    Town Square Card 8:
    Bastard Sword +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Town Square Card 9:
    Sneak
    RotR
    Monster C
    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.
    Town Square Card 10:
    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.
    Town Square Card 11:
    Henchman Proxy A4
    RotR
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Waterfront
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zonipticus Zonidu/Maelwys, Seoni/EmpTyger, Targ

    Location #7: The Rusty Dragon
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Alahazra/Qronos, None

    Location #8: 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 ?: 2
    Located/Displayed Here: None

    Turtleback Ferry Card 1:
    Bugbear
    RotR
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Turtleback Ferry Card 2:
    Battered Chest
    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.
    Turtleback Ferry Card 3:
    Soldier
    RotR
    Ally B
    Traits:
    Elite
    Human
    To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Turtleback Ferry Card 4:
    Fiery Glare
    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.
    Turtleback Ferry Card 5:
    Grayst Sevilla
    RotR
    Henchman 2
    Type: Monster
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 12
    Grayst is immune to the Mental trait.
    If defeated, you may immediately attempt to close this location.
    Turtleback Ferry Card 6:
    Boots of Elvenkind
    RotR
    Item B
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.
    Turtleback Ferry Card 7:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Turtleback Ferry Card 8:
    Spyglass
    RotR
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Turtleback Ferry Card 9:
    Pillbug Podicker
    RotR
    Villain B
    Type: Monster
    Traits:
    Alchemist
    Human
    To Defeat:
    Combat 11
    All damage dealt by Pillbug is Poison damage that may not be reduced.
    "Have any happy pillbugs turned up lately?" --Customer at Pillbug's Pantry, requesting poison
    Turtleback Ferry Card 10:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Turtleback Ferry Card 11:
    Hell Hound
    RotR
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.


  • Oracle: Deck Handler

    Alahazra feels a little exposed. She has plenty of friends, but no real way to deal with the dangers of adventuring. Thankfully, I'm blessed with more tools than destruction. I will help as I can.

    She joins her party at the Waterfront, and can feel the pain Seoni is in. Alahazra gathers her power and heals the strain in Seoni's body and mind.

    Move to Waterfont -> Cast Cure on Seoni.

    Cure: 1d4 + 1 ⇒ (4) + 1 = 5

    She then uses some divine power to ensure the means to protect herself, trading a blessing for holy power and then rests.

    Discard Blessing of Spellbound to add Holy Light to hand.

    Reset hand -> Discard Riftwarden -> Recharge Cure

    Cure Recharge 8: 1d12 + 2 + 1 ⇒ (6) + 2 + 1 = 9 Success!

    "

    Alahazra wrote:

    Hand: Blessing of the Spellbound 3, Ruby of Charisma, Researcher, Magical Child, Blessing of the Gods 1, Fiery Weapon, Holy Light 2,

    Displayed:
    Deck: 7 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!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods 2, Find Traps, Holy Light, Life Drain, Cure, Blessing of the Spellbound 1, Spellbook
    Recharged:
    Discard Pile: Detect Evil, Fire Snake, Pyrotechnic Blast, Riftwarden, Blessing of the Spellbound 2,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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

    "

    Grand Lodge

    Hayato the Sorcerer (just kidding)

    Off-turn updates: Skeleton Horde.

    Hayato continues exploring deep within the abandoned gladiatorial arena. Mysterious echoes carom off the desolate walls - some made by the armoured samurai himself.

    The hour is Blessing of the Gods.

    First (free) explore: Blessing of Desna. Could I ask for Myrtle's The Carnival blessing, please? Intelligence (5) Check, Blessed: 2d6 ⇒ (3, 4) = 7 SUCCESS! Acquired. Use it for another explore.

    Second explore: Magic Half-Plate. Fortitude (4) Check: 1d8 + 2 ⇒ (1) + 2 = 3 FAIL! Banished. End turn.

    Mother Myrtle discards The Carnival - thank you.
    Heptaric Locus Card #1 acquired; Card #2 banished.

    Rounding a corner with a pounce, the samurai brings his pole arm down on an abandoned suit of armour posted on a display stand. The mail clatters to the floor with loud reverberations. "They know that I'm here now," Hayato says to himself with regret, picking a cleaved helmet off of the blade of his weapon.

    Hayato wrote:

    Hand: Naginata, Horn of Battle Clarity, Earthbreaker (Core), Portable Ram,

    Displayed: Belkzen Battle Standard,
    Deck: 10 Discard: 3 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Local support for non-combat checks vs monsters and barriers available.
    Movement: Folio reroll unused.
    Other: Hi; I'm Hayato! If recharging a card for support, please use armors first.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fireproof O-Yoroi, Blessing of the Samurai 2, Blessing of Gorum, Riding Horse, Blessing of Sarenrae, Blessing of the Samurai 1, Shieldsplitter Lance, Grizzled Mercenary
    Recharged: Jinfu, Champion's Do-Maru,
    Discard Pile: Surgeon, Katana +1, Blessing of Desna,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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).

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