[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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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: Shuffle a Nightbelly Boa henchman into each location except for the Academy.

    Poison Traps cannot be defeated with a Dexterity check; a Disable 5 check is required to defeat them.

    Additional Rules: When the Sihedron Appears - Lingering Venom. Each character takes 1 poison damage. Advance the blessings deck again, then shuffle the Sihedron Medallion back into the blessings deck.

    The henchman proxy for this scenario is:

    Nightbelly Boa:

    Henchman
    Type: Monster
    Traits: Animal
    To Defeat: Combat 14
    If undefeated, return the Nightbelly Boa faceup to the top of this location deck. Defeating the Nightbelly Boa does not allow you to close this location.

    Scenario Level (#): 2

    Turn: 12, Alahazra/Qronos

    Random Cards:

    Monsters
    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:
    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:
    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:
    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:
    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.

    Barriers
    Spoiler:
    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.

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

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

    Spoiler:
    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:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

    Weapons
    Spoiler:
    Dogslicer
    RotR
    Weapon 1
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

    Spoiler:
    Light Crossbow
    RotR
    Weapon B
    Traits:
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

    Spoiler:
    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:
    Shortbow
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

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

    Spoiler:
    Levitate
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Lightning Touch
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Wooden Shield
    RotR
    Armor B
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

    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:
    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:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    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.

    Items
    Spoiler:
    Blast Stone
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Object
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Spoiler:
    Sage's journal
    RotR
    Item C
    Traits:
    Basic
    Book
    To Acquire:
    Intelligence
    Knowledge 8
    Reveal this card to add 1d4 to your check to defeat a henchman or villain.

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

    Spoiler:
    Potion of Hiding
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Stealth check.

    Spoiler:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.

    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:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    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.

    Spoiler:
    Dog
    RotR
    Ally C
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d10 to your Perception Check.
    Discard this card to explore your location.

    Spoiler:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

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

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

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

    Spoiler:
    Blessing of 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 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.

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Hayato/dinketry:
    Spoiler:
    Hourglass Card 1 Hayato/dinketry
    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 2 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 2 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 3 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 3 Zonipticus Zonidu/Maelwys
    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 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 4 Seoni/EmpTyger
    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 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/Bigguyinblack
    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 6 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 6 Alahazra/Qronos
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 Hayato/dinketry:
    Spoiler:
    Hourglass Card 7 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 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.
    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 Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/Bigguyinblack
    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 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 12 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 13 Hayato/dinketry:
    Spoiler:
    Hourglass Card 13 Hayato/dinketry
    Blessing of Irori
    RotR
    Blessing C
    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 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 14 Yoon/eddiephlash
    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.
    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 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 17 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 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 18 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 18 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 19 Hayato/dinketry:
    Spoiler:
    Hourglass Card 19 Hayato/dinketry
    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.

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

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

    Glassworks Card 1:
    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.
    Glassworks Card 2:
    Strength
    RotR
    Spell C
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Glassworks Card 3:
    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.
    Glassworks 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.
    Glassworks Card 5:
    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.
    Glassworks Card 6:
    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.
    Glassworks Card 7:
    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.
    Glassworks Card 8:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Glassworks Card 9:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    Glassworks Card 10:
    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.
    Glassworks Card 11:
    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.

    Location #3: Habe's Sanatorium
    Closed
    When Permanently Closed: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack, None

    Location #4: Turtleback Ferry
    At This Location: At the end of your turn, you may move.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Hayato/dinketry, None

    Turtleback Ferry Card 1:
    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.
    Turtleback Ferry Card 2:
    Poison Trap
    RotR
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Turtleback Ferry Card 3:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.
    Turtleback Ferry Card 4:
    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.
    Turtleback Ferry Card 5:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Location #5: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None
    General Store Card 1:
    Ghoul
    RotR
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.
    General Store Card 2:
    Dagger
    RotR
    Weapon C
    Traits:
    Basic
    Knife
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    General Store Card 3:
    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.
    General Store Card 4:
    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.
    General Store Card 5:
    Xanesha
    RotR
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
    General Store Card 6:
    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.
    General Store Card 7:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    General Store Card 8:
    Merchant
    RotR
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.
    General Store Card 9:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    General Store Card 10:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.
    General Store Card 11:
    Xulgath
    RotR
    Monster B
    Traits:
    Basic
    Xulgath
    To Defeat:
    Combat 9
    Before the encounter, put 1 card of your choice from your hand on top of your deck.

    Location #6: Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Zonipticus Zonidu/Maelwys, Targ
    Village House 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.
    Village House Card 2:
    Potion of Hiding
    RotR
    Item C
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Stealth check.
    Village House Card 3:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    Village House Card 4:
    Poison Trap
    RotR
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Location #7: Scarnetti Manor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Alahazra/Qronos, None
    Scarnetti Manor Card 1:
    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.
    Scarnetti Manor Card 2:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.
    Scarnetti Manor Card 3:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Yoon/eddiephlash, Shopkeeper's Daughter
    Farmhouse Card 1:
    Shopkeeper's Daughter
    RotR
    Barrier 1
    Traits:
    Basic
    Human
    Obstacle
    To Defeat:
    Wisdom 8
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.
    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:
    Henchman Proxy A7
    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.
    Farmhouse Card 4:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Farmhouse Card 5:
    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.


  • Oracle: Deck Handler

    Current turn

    Alahazra thinks her new Holy Water would make the perfect offering to help close the General Store and heads that way. She is immediately assaulted by the smell of undeath. One of the assistants has been turned to a ghoul. She considers the Holy Water in her hand, but summons fire instead.

    Move to General Store -> Free Explore to discover Ghoul.

    General Store Card 1:

    RotR
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Combat 11 with Pyrotechnic Blast: 1d12 + 2 + 2 + 2 + 2d4 ⇒ (6) + 2 + 2 + 2 + (3, 1) = 16

    Now without the means to fight, she reaches out to see what dangers might be in store at the Store.

    Recharge Blessing of the Gods to scry General Store -> Discover Dagger

    General Store Card 2 - Dagger:

    Dagger
    RotR
    Weapon C
    Traits:
    Basic
    Knife
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Knowing the dagger is there she looks to the Magical Child with a mischievous grin of her own. "Be a dear and fetch that for me will you?" The Child leaves, and returns with the dagger. Alahazra takes it and promptly throws it into a nearby trash bin. "Thank you for your help, as always. Your work is always so important." The Oracle says without the barest note of sarcasm.

    Reveal Magical Child to explore and find dagger -> Banish dagger

    She decides to cautiously consider pressing further.

    Recharge Blessing of the Spellbound to scry General Store Card 3

    General Store Card 3 - 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.

    "Oh, excellent!" Alahazra says. "Go bring that back as well, please?" The Magical Child sighs and leaves to get the item, dragging the armor back behind her with some effort. Alahazra hoists it with a grunt and throws it in the same trash bin as the dagger. "Truly, you are a credit to this team, my child."

    The Magical Child stalks off in a huff.

    Discard Magical Child to explore General Store -> Find Magic Leather Armor -> Banish Magic Leather Armor

    Before resting, she uses her Holy Water to see further at the General Store.

    Recharge Holy Water to reveal General Store 4: Eyes of the Eagle.

    Recharge and reset

    Pyrotechnic Blast check 10; Reveal Binder's Tome: 1d12 + 2 + 2 + 1d4 ⇒ (1) + 2 + 2 + (3) = 8 FAIL

    "

    Alahazra wrote:

    Hand: Fire Snake, Holy Light, Binder's Tome, Ruby of Charisma, Blessing of the Spellbound 1, Blessing of the Gods 2, Cure,

    Displayed:
    Deck: 7 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): Researcher, Blessing of the Gods 1, Life Drain, Holy Water, Riftwarden, Blessing of the Spellbound 2, Find Traps
    Recharged:
    Discard Pile: Blessing of the Spellbound 3, Magical Child, 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

    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: Shuffle a Nightbelly Boa henchman into each location except for the Academy.

    Poison Traps cannot be defeated with a Dexterity check; a Disable 5 check is required to defeat them.

    Additional Rules: When the Sihedron Appears - Lingering Venom. Each character takes 1 poison damage. Advance the blessings deck again, then shuffle the Sihedron Medallion back into the blessings deck.

    The henchman proxy for this scenario is:

    Nightbelly Boa:

    Henchman
    Type: Monster
    Traits: Animal
    To Defeat: Combat 14
    If undefeated, return the Nightbelly Boa faceup to the top of this location deck. Defeating the Nightbelly Boa does not allow you to close this location.

    Scenario Level (#): 2

    Turn: 13, Hayato/dinketry

    Random Cards:

    Monsters
    Spoiler:
    Ghoul
    RotR
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Spoiler:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.

    Spoiler:
    Goblin Dog
    RotR
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

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

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

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

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

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

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

    Spoiler:
    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:
    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:
    Warhammer
    RotR
    Weapon B
    Traits:
    Bludgeoning
    Elite
    Hammer
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

    Spoiler:
    Lightning Touch
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 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:
    Find Traps
    RotR
    Spell B
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Web
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    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.

    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:
    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:
    Wooden Shield
    RotR
    Armor B
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

    Items
    Spoiler:
    Caltrops
    RotR
    Item B
    Traits:
    Basic
    Object
    To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

    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:
    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:
    Cloak of Elvenkind
    RotR
    Item 2
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 5
    Reveal this card to add 1d6 to your Stealth check.
    Recharge this card to succeed at your Stealth check.

    Spoiler:
    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:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

    Spoiler:
    Dog
    RotR
    Ally C
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d10 to your Perception Check.
    Discard this card to explore your location.

    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.

    Spoiler:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

    Spoiler:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

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

    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 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:

    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.


    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 1 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 2 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 2 Zonipticus Zonidu/Maelwys
    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 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 3 Seoni/EmpTyger
    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 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/Bigguyinblack
    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 5 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 5 Alahazra/Qronos
    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 Hayato/dinketry:
    Spoiler:
    Hourglass Card 6 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 7 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 7 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 8 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 8 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 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 Seoni/EmpTyger
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/Bigguyinblack
    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 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 11 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 12 Hayato/dinketry:
    Spoiler:
    Hourglass Card 12 Hayato/dinketry
    Blessing of Irori
    RotR
    Blessing C
    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 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 13 Yoon/eddiephlash
    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.
    Hourglass Card 14 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 14 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 15 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 15 Seoni/EmpTyger
    Blessing of Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 16 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 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 17 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 17 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 18 Hayato/dinketry:
    Spoiler:
    Hourglass Card 18 Hayato/dinketry
    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.

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

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

    Glassworks Card 1:
    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.
    Glassworks Card 2:
    Strength
    RotR
    Spell C
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Glassworks Card 3:
    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.
    Glassworks 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.
    Glassworks Card 5:
    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.
    Glassworks Card 6:
    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.
    Glassworks Card 7:
    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.
    Glassworks Card 8:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Glassworks Card 9:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    Glassworks Card 10:
    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.
    Glassworks Card 11:
    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.

    Location #3: Habe's Sanatorium
    Closed
    When Permanently Closed: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack, None

    Location #4: Turtleback Ferry
    At This Location: At the end of your turn, you may move.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Hayato/dinketry, None

    Turtleback Ferry Card 1:
    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.
    Turtleback Ferry Card 2:
    Poison Trap
    RotR
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Turtleback Ferry Card 3:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.
    Turtleback Ferry Card 4:
    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.
    Turtleback Ferry Card 5:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Location #5: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Alahazra/Qronos, None
    General Store Card 1 (Eyes of the Eagle):
    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.
    General Store Card 2:
    Xanesha
    RotR
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
    General Store 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.
    General Store Card 4:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    General Store Card 5:
    Merchant
    RotR
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.
    General Store Card 6:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    General Store Card 7:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.
    General Store Card 8:
    Xulgath
    RotR
    Monster B
    Traits:
    Basic
    Xulgath
    To Defeat:
    Combat 9
    Before the encounter, put 1 card of your choice from your hand on top of your deck.

    Location #6: Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Zonipticus Zonidu/Maelwys, Targ
    Village House 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.
    Village House Card 2:
    Potion of Hiding
    RotR
    Item C
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Stealth check.
    Village House Card 3:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    Village House Card 4:
    Poison Trap
    RotR
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Location #7: Scarnetti Manor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Scarnetti Manor Card 1:
    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.
    Scarnetti Manor Card 2:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.
    Scarnetti Manor Card 3:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Yoon/eddiephlash, Shopkeeper's Daughter
    Farmhouse Card 1:
    Shopkeeper's Daughter
    RotR
    Barrier 1
    Traits:
    Basic
    Human
    Obstacle
    To Defeat:
    Wisdom 8
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.
    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:
    Henchman Proxy A7
    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.
    Farmhouse Card 4:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Farmhouse Card 5:
    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.

    UH-OH....


  • When the Sihedron Appears:
    Lingering Venom: Each character takes 1 poison damage. Advance the blessings deck again, then shuffle the Sihedron Medallion back into the blessings deck.

    A just-audible hiss catches the attention of the teammates as they explore their various locations. Before they know it, each of them are doubled-over, retching, hacking, and coughing!

    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: Shuffle a Nightbelly Boa henchman into each location except for the Academy.

    Poison Traps cannot be defeated with a Dexterity check; a Disable 5 check is required to defeat them.

    Additional Rules: When the Sihedron Appears - Lingering Venom. Each character takes 1 poison damage. Advance the blessings deck again, then shuffle the Sihedron Medallion back into the blessings deck.

    The henchman proxy for this scenario is:

    Nightbelly Boa:

    Henchman
    Type: Monster
    Traits: Animal
    To Defeat: Combat 14
    If undefeated, return the Nightbelly Boa faceup to the top of this location deck. Defeating the Nightbelly Boa does not allow you to close this location.

    Scenario Level (#): 2

    Turn: 13, Hayato/dinketry

    Random Cards:

    Monsters
    Spoiler:
    Goblin Cutpurse
    RotR
    Monster 1
    Traits:
    Basic
    Goblin
    Rogue
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

    Spoiler:
    Goblin Snake
    RotR
    Monster 1
    Traits:
    Aberration
    Basic
    To Defeat:
    Combat 8
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

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

    Spoiler:
    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.

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

    Barriers
    Spoiler:
    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.

    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:
    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:
    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:
    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:
    Heavy Pick +1
    RotR
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Spoiler:
    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:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

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

    Spoiler:
    Warhammer
    RotR
    Weapon B
    Traits:
    Bludgeoning
    Elite
    Hammer
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Inflict
    RotR
    Spell C
    Traits:
    Attack
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may 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:
    Force Missile
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Force
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Magic
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 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:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    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.

    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 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:
    Wooden Shield
    RotR
    Armor C
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

    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:
    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:
    Codex
    RotR
    Item B
    Traits:
    Basic
    Book
    To Acquire:
    Intelligence
    Knowledge 8
    Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

    Spoiler:
    Masterwork Tools
    RotR
    Item B
    Traits:
    Elite
    Tool
    To Acquire:
    Dexterity
    Disable 7
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Spoiler:
    Cloak of Elvenkind
    RotR
    Item 2
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 5
    Reveal this card to add 1d6 to your Stealth check.
    Recharge this card to succeed at your Stealth check.

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

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

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

    Spoiler:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

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

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

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

    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: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 1 Yoon/eddiephlash
    Blessing of Irori
    RotR
    Blessing C
    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 2 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 2 Zonipticus Zonidu/Maelwys
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 3 Seoni/EmpTyger
    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 4 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/Bigguyinblack
    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 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 5 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 6 Hayato/dinketry:
    Spoiler:
    Hourglass Card 6 Hayato/dinketry
    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 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 7 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 8 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 8 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 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 Seoni/EmpTyger
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 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 11 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 11 Alahazra/Qronos
    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 Hayato/dinketry:
    Spoiler:
    Hourglass Card 12 Hayato/dinketry
    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.
    Hourglass Card 13 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 13 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 14 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 14 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 15 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 15 Seoni/EmpTyger
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 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 17 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 17 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 18 Hayato/dinketry:
    Spoiler:
    Hourglass Card 18 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.

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

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

    Glassworks Card 1:
    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.
    Glassworks Card 2:
    Strength
    RotR
    Spell C
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Glassworks Card 3:
    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.
    Glassworks 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.
    Glassworks Card 5:
    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.
    Glassworks Card 6:
    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.
    Glassworks Card 7:
    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.
    Glassworks Card 8:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Glassworks Card 9:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    Glassworks Card 10:
    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.
    Glassworks Card 11:
    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.

    Location #3: Habe's Sanatorium
    Closed
    When Permanently Closed: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack, None

    Location #4: Turtleback Ferry
    At This Location: At the end of your turn, you may move.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Hayato/dinketry, None

    Turtleback Ferry Card 1:
    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.
    Turtleback Ferry Card 2:
    Poison Trap
    RotR
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Turtleback Ferry Card 3:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.
    Turtleback Ferry Card 4:
    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.
    Turtleback Ferry Card 5:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Location #5: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Alahazra/Qronos, None
    General Store Card 1 (Eyes of the Eagle):
    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.
    General Store Card 2:
    Xanesha
    RotR
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
    General Store 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.
    General Store Card 4:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    General Store Card 5:
    Merchant
    RotR
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.
    General Store Card 6:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    General Store Card 7:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.
    General Store Card 8:
    Xulgath
    RotR
    Monster B
    Traits:
    Basic
    Xulgath
    To Defeat:
    Combat 9
    Before the encounter, put 1 card of your choice from your hand on top of your deck.

    Location #6: Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Zonipticus Zonidu/Maelwys, Targ
    Village House 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.
    Village House Card 2:
    Potion of Hiding
    RotR
    Item C
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Stealth check.
    Village House Card 3:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    Village House Card 4:
    Poison Trap
    RotR
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Location #7: Scarnetti Manor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Scarnetti Manor Card 1:
    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.
    Scarnetti Manor Card 2:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.
    Scarnetti Manor Card 3:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Yoon/eddiephlash, Shopkeeper's Daughter
    Farmhouse Card 1:
    Shopkeeper's Daughter
    RotR
    Barrier 1
    Traits:
    Basic
    Human
    Obstacle
    To Defeat:
    Wisdom 8
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.
    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:
    Henchman Proxy A7
    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.
    Farmhouse Card 4:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Farmhouse Card 5:
    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.

  • Grand Lodge

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    Hayato the Sorcerer (just kidding)

    Off-turn updates: Sihedron appearance. Discard Portable Ram to the Poison damage.

    Hayato scrubs his hand across the front of his mouth, then spits the remains of the vomit onto the dock. He embarrassedly looks around to see if others have noticed or worse, seem to be affected by the noxious gas as well. He sees no evidence of either, adjusts his armour, and goes back to canvassing the locals.

    The hour is Blessing of Desna.

    First (free) explore: Goblin Warrior. Use Shieldsplitter Lance for this. Melee, 1st Combat: 1d10 + 2 + 2 + 1d8 + 1 + 1d6 ⇒ (3) + 2 + 2 + (4) + 1 + (1) = 13 SUCCESS! Banished. End turn.

    Turtleback Ferry Card #1 banished.

    A twerp of a goblin jumps from the deck of a nearby dinghy, jeering and pointing at Hayato. "Dingus saw you puke your guts out! Funny! No sea legs?" The samurai rolls his eyes, pivots, and walks away, choosing the high road.

    Hayato's man-at-arms rushes up and pushes the goblin off the dock into the water, choosing no such road. The samurai sighs but does not correct the vindictive behaviour.

    Hayato wrote:

    Hand: Potion of Vision, Naginata, Grizzled Mercenary, Shieldsplitter Lance,

    Displayed:
    Deck: 13 Discard: 4 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): Jinfu, Champion's Do-Maru, Blessing of Gorum, Katana +1, Fireproof O-Yoroi, Blessing of the Samurai 2, Earthbreaker (Core), Belkzen Battle Standard, Horn of Battle Clarity, Warhorse, Blessing of Sarenrae, Blessing of the Samurai 1
    Recharged: Surgeon,
    Discard Pile: Blessing of Erastil, Merchant, Arcane Armor, Portable Ram,
    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).


    Oracle: Deck Handler

    Off-turn updates: Sihedron appearance. Discard Ruby of Charisma to the Poison damage.

    Alahazra is momentarily overcome by the poison, retching in a most unladylike fashion. During her convulsions, she doesn't even notice her Ruby slip from her robes.

    Alahazra wrote:

    Hand: Fire Snake, Holy Light, Life Drain, Binder's Tome, Blessing of the Spellbound 1, Blessing of the Gods 2,

    Displayed:
    Deck: 7 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): Find Traps, Holy Water, Researcher, Riftwarden, Blessing of the Gods 1, Cure, Blessing of the Spellbound 2
    Recharged:
    Discard Pile: Blessing of the Spellbound 3, Magical Child, Pyrotechnic Blast, Ruby of Charisma,
    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


    Mesmerist: Deck Handler

    Off-turn: Sihedron appears. reveal Ring to reduce to 0.

    Start turn. Hour is Irori. Move to Village House. Explore: Archer. Cast Spirit Surge to draw 3: Phantom Shield, Elemental Ascetic, Blessing of the Spellbound 3. Recharge Night Watch to auto-acquire.

    Discard Psychokineticist to explore: Potion of Hiding.
    Int 4: 1d6 ⇒ 6 Acquired!

    Discard Archer to explore: Skinsaw Ritual. Seoni and TowZees each summons and encounters a Skinsaw Cultist henchman.

    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.

    Yoon's summon. Reveal Searing Flesh for fort blast. Recharge Elemental. Seoni's Binder's Tome.
    Combat 11: 1d10 + 3 + 1d8 + 1d6 + 1d4 ⇒ (6) + 3 + (4) + (3) + (2) = 18 Success!

    Discard Spellbound to explore: Poison Trap. Ask for TwoZee's Milani to double bless.
    Dex 5: 3d10 ⇒ (5, 9, 5) = 19 Success!

    Attempt to close. Banish Potion of Hiding. Village House Closed!

    End turn. Reset hand, drawing 2, then setting aside 2 discards, burying Sign of the Pack, and healing the other Ring of Protection.

    Yoon wrote:

    Hand: Quarterstaff of Vaulting, Searing Flesh, Phantom Shield, Ring of Protection, Gom-Gom, Blessing of the Gods 2,

    Displayed: Riffle Scrolls, Locate Object, Spirit Surge,
    Deck: 5 Discard: 5 Buried: 1
    Current Location: Village House
    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): Night Watch, Compass, Ring of Protection 2, Elemental Ascetic, Blessing of the Gods 1
    Recharged:
    Discard Pile: Blessing of the Spellbound 2, Blessing of the Spellbound 1, Psychokineticist, Archer, Blessing of the Spellbound 3,
    Buried Pile: Sign of the Pack,

    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.


    Mesmerist: Deck Handler

    Slight retcon. Can't use dex for the Trap, so use Disable instead. Ask for ZZ's Targ for help.
    Disable 5: 1d4 + 1d4 + 2 ⇒ (4) + (4) + 2 = 10 Still success!


    During Myrtle's Turn:
    Cast Good Omen for +1d6+2 to her closing check.
    Check to Recover: Good Omen - Divine 8: 1d10 + 4 ⇒ (3) + 4 = 7 - Discarded

    During Hayato's Turn:
    Bury Quilted Cloth Armor to absorb Poison damage.

    During Yoon's Turn:
    Reveal Flame Staff to fight Skinsaw Cultist.
    Check to Defeat - Combat 11: 1d10 + 4 + 1d4 + 1d4 ⇒ (1) + 4 + (3) + (4) = 12 - Defeated
    Targ banishes Potion of Healing to give Yoon +1d4+2 against the Poison Trap.

    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: Shuffle a Nightbelly Boa henchman into each location except for the Academy.

    Poison Traps cannot be defeated with a Dexterity check; a Disable 5 check is required to defeat them.

    Additional Rules: When the Sihedron Appears - Lingering Venom. Each character takes 1 poison damage. Advance the blessings deck again, then shuffle the Sihedron Medallion back into the blessings deck.

    The henchman proxy for this scenario is:

    Nightbelly Boa:

    Henchman
    Type: Monster
    Traits: Animal
    To Defeat: Combat 14
    If undefeated, return the Nightbelly Boa faceup to the top of this location deck. Defeating the Nightbelly Boa does not allow you to close this location.

    Scenario Level (#): 2

    Turn: 15, Zonipticus Zonidu/Maelwys

    Random Cards:

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

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

    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:
    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:
    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:
    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:
    Dagger
    RotR
    Weapon B
    Traits:
    Basic
    Knife
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spoiler:
    Heavy Pick +1
    RotR
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Spoiler:
    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.

    Spells
    Spoiler:
    Detect Magic
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 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:
    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:
    Lightning Bolt
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spoiler:
    Sanctuary
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    Mental
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
    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:
    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:
    Wooden Shield
    RotR
    Armor B
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

    Spoiler:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    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 proficient with light armors, bury it 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.

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

    Spoiler:
    Potion of Glibness
    RotR
    Item C
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Spoiler:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Spoiler:
    Amulet of Mighty Fists
    RotR
    Item C
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

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

    Allies
    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:
    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.

    Spoiler:
    Crow
    RotR
    Ally B
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    Discard this card to explore your location.

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

    Blessings
    Spoiler:
    Blessing of 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 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.

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

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

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

    Current Hour:

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

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 Seoni/EmpTyger
    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 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/Bigguyinblack
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 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 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 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.
    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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 8 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 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 9 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 9 Alahazra/Qronos
    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 10 Hayato/dinketry:
    Spoiler:
    Hourglass Card 10 Hayato/dinketry
    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.
    Hourglass Card 11 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 11 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 12 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 12 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 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 Seoni/EmpTyger
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 14 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 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 15 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 15 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 16 Hayato/dinketry:
    Spoiler:
    Hourglass Card 16 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.

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

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

    Glassworks Card 1:
    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.
    Glassworks Card 2:
    Strength
    RotR
    Spell C
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Glassworks Card 3:
    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.
    Glassworks 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.
    Glassworks Card 5:
    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.
    Glassworks Card 6:
    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.
    Glassworks Card 7:
    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.
    Glassworks Card 8:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Glassworks Card 9:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    Glassworks Card 10:
    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.
    Glassworks Card 11:
    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.

    Location #3: Habe's Sanatorium
    Closed
    When Permanently Closed: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack, None

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

    Turtleback Ferry Card 1:
    Poison Trap
    RotR
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Turtleback Ferry Card 2:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.
    Turtleback Ferry 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.
    Turtleback Ferry Card 4:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Location #5: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Alahazra/Qronos, None
    General Store Card 1 (Eyes of the Eagle):
    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.
    General Store Card 2:
    Xanesha
    RotR
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
    General Store 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.
    General Store Card 4:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    General Store Card 5:
    Merchant
    RotR
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.
    General Store Card 6:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    General Store Card 7:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.
    General Store Card 8:
    Xulgath
    RotR
    Monster B
    Traits:
    Basic
    Xulgath
    To Defeat:
    Combat 9
    Before the encounter, put 1 card of your choice from your hand on top of your deck.

    Location #6: Village House
    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, Zonipticus Zonidu/Maelwys

    Location #7: Scarnetti Manor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Scarnetti Manor Card 1:
    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.
    Scarnetti Manor Card 2:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.
    Scarnetti Manor Card 3:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Shopkeeper's Daughter
    Farmhouse Card 1:
    Shopkeeper's Daughter
    RotR
    Barrier 1
    Traits:
    Basic
    Human
    Obstacle
    To Defeat:
    Wisdom 8
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.
    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:
    Henchman Proxy A7
    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.
    Farmhouse Card 4:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Farmhouse Card 5:
    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.


  • deck handler

    Recharge Tussah Silk Coat to prevent the 1 poison damage.


    1 person marked this as a favorite.
    Female Human Sorcerer Deck Handler

    (During Hayato’s turn)
    Sihedron: Discarding Mirror Image for 1 Poison damage

    (During Yoon’s turn)
    Skinsaw Ritual: Summoning 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.

    Banishing Life Drain to recovery, revealing Binder’s Tome
    Combat 11: 1d12 + 4 + 2d4 + 1d4 ⇒ (1) + 4 + (2, 3) + (4) = 14
    Life Drain: Sage is healed
    Skinsaw Cultist is banished
    Recovery: Life Drain is healed

    Seoni felt a tremor of weakness, but couldn’t tell from where.
    One of the cultists pointed at Seoni. “That’s the witch who murdered Podicker!”
    Seoni was indignant. “How dare you! I’m the *sorcerer* who murdered Podicker!” She cast the same spell to kill him too, and the weakness receded.

    Seoni wrote:

    Hand: Mirror Image 2, Blessing of Pharasma 1 (discard to bless/double bless if spell is cast), Cape of Escape, Binder's Tome (reveal for +1d4 and Mental to local CHA/combat),

    Displayed:
    Deck: 10 Discard: 4 Buried: 0
    Notes:
    Ask before using: 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 [X] +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


    Turn 15, under the Blessing of Iomedae
    Move to General Store, Targ displays at General Store

    Free Exploration - General Store #1: Eyes of the Eagle
    Check to Acquire - Wisdom 5: 1d6 ⇒ 5 - Acquired

    Recharge Leech to Heal: 1d4 - 1 ⇒ (4) - 1 = 3 cards. Healed for 3: (Cat, Blessing of Desna, Archer). Deck shuffled.

    Draw 1 to end my turn.

    Zonipticus Zonidu wrote:

    Hand: Sling, Flame Staff, Eyes of the Eagle, Acolyte, Blessing of Milani, The Paladin,

    Displayed: Targ, Targ: Scythe +1/Weapon 2, Targ: Night Watch/Ally B,
    Deck: 12 Discard: 3 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Any Local Non-Combat Check: Recharge Acolyte, Leech for +1d8
    Any non-Combat Check against a Bane: Discard The Paladin to Bless + 1d10+4
    Any non-Combat Dex or Wis Check: Discard Milani to Bless Twice
    Any Check to Acquire/Close/Guard: Recovery Good Omen for +1d6+2
    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): Aid, Blessing of Desna, Cure, Fox, Leech, Charm Person, Archer, Magic Eye, Cat, Mist Horn, Troubadour, Cure (2)
    Recharged:
    Discard Pile: Sanctuary, Noble Brat, Good Omen,
    Buried Pile: Quilted Cloth Armor,

    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: Erastil o'clock
    Moving to Turtleback Ferry
    Exploring Turtleback Ferry 1: Poison Trap

    Poison Trap:
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Zonipticus discards the Paladin
    Disable 5: 1d4 + 1d10 + 4 ⇒ (1) + (9) + 4 = 14
    Poison Trap is banished
    Closing Turtleback Ferry: Banishing Cape of Escape
    Turtleback Ferry is closed. Drawing Random Item 1: Potion of Energy Resistance

    Potion of Energy Resistance:
    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.

    Seoni realized that the cult clearly was behind the poison strikes. She chivalrously returned to the scene of the crime, and heroically faced the lingering toxins of Podicker, sweeping them into her cape and dropping the cloth off the side of the ferry down into the deep. The water glowed with a soothing hue.

    Ending turn. Turtleback Ferry: Moving to Village House. Resetting hand
    (At the start of Myrtle's turn)
    Recharging Surgeon to heal Yoon

    Satisfied, she disembarked the ferry. "Feeling any better?" she asked Yoon.

    Seoni wrote:

    Hand: Mirror Image 2, Potion of Energy Resistance (banish to reduce local Acid/Cold/Electricity/Fire by 4), Blessing of Pharasma 1 (discard to bless/double bless if spell is cast), Surgeon, Binder's Tome (reveal for +1d4 and Mental to local CHA/combat), Crown of Charisma,

    Displayed:
    Deck: 9 8 Discard: 4 Buried: 0
    Notes:
    Ask before using: 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 [X] +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:
    Random Item 1 (Potion of Energy Resistance) is acquired.
    Turtleback Ferry 1 is banished.
    Turtleback Ferry is closed.
    Yoon is healed 1.
    Zonipticus discards the Paladin.

    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: Shuffle a Nightbelly Boa henchman into each location except for the Academy.

    Poison Traps cannot be defeated with a Dexterity check; a Disable 5 check is required to defeat them.

    Additional Rules: When the Sihedron Appears - Lingering Venom. Each character takes 1 poison damage. Advance the blessings deck again, then shuffle the Sihedron Medallion back into the blessings deck.

    The henchman proxy for this scenario is:

    Nightbelly Boa:

    Henchman
    Type: Monster
    Traits: Animal
    To Defeat: Combat 14
    If undefeated, return the Nightbelly Boa faceup to the top of this location deck. Defeating the Nightbelly Boa does not allow you to close this location.

    Scenario Level (#): 2

    Turn: 17, MotherMyrtle/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Skeleton
    RotR
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

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

    Spoiler:
    Goblin Snake
    RotR
    Monster 1
    Traits:
    Aberration
    Basic
    To Defeat:
    Combat 8
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

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

    Barriers
    Spoiler:
    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:
    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:
    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 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:
    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:
    Bastard Sword +1
    RotR
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Quarterstaff
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Spoiler:
    Dogslicer
    RotR
    Weapon 1
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

    Spoiler:
    Short Sword
    RotR
    Weapon C
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee 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:
    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.

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

    Spoiler:
    Arcane Armor
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spoiler:
    Lightning Touch
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Levitate
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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:
    Arrow Catching Studded Leather
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 1.
    Recharge this card to reduce Ranged Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    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:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    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.

    Spoiler:
    Wooden Shield
    RotR
    Armor C
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

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

    Spoiler:
    Potion of Vision
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and chose a character at your location to succeed at a Perception check.

    Spoiler:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.

    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:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival 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:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    Spoiler:
    Crow
    RotR
    Ally C
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 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 Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

    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: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 1 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 2 Hayato/dinketry:
    Spoiler:
    Hourglass Card 2 Hayato/dinketry
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 3 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 4 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 4 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 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 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
    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 8 Hayato/dinketry:
    Spoiler:
    Hourglass Card 8 Hayato/dinketry
    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.
    Hourglass Card 9 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 9 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 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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 12 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 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 13 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 13 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 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.

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

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

    Glassworks Card 1:
    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.
    Glassworks Card 2:
    Strength
    RotR
    Spell C
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Glassworks Card 3:
    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.
    Glassworks 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.
    Glassworks Card 5:
    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.
    Glassworks Card 6:
    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.
    Glassworks Card 7:
    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.
    Glassworks Card 8:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Glassworks Card 9:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    Glassworks Card 10:
    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.
    Glassworks Card 11:
    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.

    Location #3: Habe's Sanatorium
    Closed
    When Permanently Closed: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack, None

    Location #4: Turtleback Ferry
    Closed
    When Permanently Closed: At the end of your turn, you may move.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Hayato/dinketry, Seoni/EmpTyger, None

    Location #5: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Alahazra/Qronos, Zonipticus Zonidu/Maelwys, Targ

    General Store Card 1:
    Xanesha
    RotR
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
    General Store Card 2:
    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.
    General Store Card 3:
    Bracers of Protection
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.
    General Store Card 4:
    Merchant
    RotR
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.
    General Store Card 5:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    General Store Card 6:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.
    General Store Card 7:
    Xulgath
    RotR
    Monster B
    Traits:
    Basic
    Xulgath
    To Defeat:
    Combat 9
    Before the encounter, put 1 card of your choice from your hand on top of your deck.

    Location #6: Village House
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/eddiephlash,

    Location #7: Scarnetti Manor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Scarnetti Manor Card 1:
    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.
    Scarnetti Manor Card 2:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.
    Scarnetti Manor Card 3:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Shopkeeper's Daughter
    Farmhouse Card 1:
    Shopkeeper's Daughter
    RotR
    Barrier 1
    Traits:
    Basic
    Human
    Obstacle
    To Defeat:
    Wisdom 8
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.
    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:
    Henchman Proxy A7
    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.
    Farmhouse Card 4:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Farmhouse Card 5:
    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.


  • deck handler

    Blessing of Torag in effect.

    Move to General Store.

    General Store Card 1: Xanesha:

    RotR
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.

    No guards available. Asking Zonipticus Zonidu to reload a card.

    wisdom 10 aided by Zonipticus Zonidu: 1d12 + 1d4 + 2 ⇒ (6) + (2) + 2 = 10

    combat 17 casting Lightning Bolt: 1d12 + 1d4 + 3d6 + 2 ⇒ (12) + (4) + (5, 4, 5) + 2 = 32

    on close shuffle in random items: 1d6 ⇒ 4

    Draw random item #1 Wand of Force Missile

    Mother Myrtle attempts to recover all cards in their Recovery pile.
    Lightning Bolt: Craft 10: 1d12 + 1d4 + 2 ⇒ (6) + (3) + 2 = 11 -> Lightning Bolt recharged.

    Mother Myrtle wrote:

    Hand: Acid Arrow (Core), Wand of Force Missile, Sonic Blast, The Carnival, Fire Sneeze, Noxious Bomb,

    Displayed: Elixir of Energy Resistance,
    Deck: 11 Discard: 1 Buried: 0
    "Current Location: Habe's Sanatorium
    Hero Points: 1"
    "NOTES:
    Available Support: Support cards are available for use. Just leave me at least one way to fight.
    Folio reroll Unused

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

    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.

    Fire Sneeze: Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    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), Blast Stone (Core), Burglar, Elixir of Healing, Blessing of the Elements, Acid Flask (Core) 2, Researcher, Clockwork Servant (Core)
    Recharged: Clockwork Servant (Core) 2, Tussah Silk Coat, Lightning Bolt,
    Discard Pile: Acid Flask (Core) 1,
    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.

    General Store is closed. Villain escapes.

    Random item #1 Wand of Force Missile. Item's 2 - 4 are shuffled into the closed General Store.

    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: Shuffle a Nightbelly Boa henchman into each location except for the Academy.

    Poison Traps cannot be defeated with a Dexterity check; a Disable 5 check is required to defeat them.

    Additional Rules: When the Sihedron Appears - Lingering Venom. Each character takes 1 poison damage. Advance the blessings deck again, then shuffle the Sihedron Medallion back into the blessings deck.

    The henchman proxy for this scenario is:

    Nightbelly Boa:

    Henchman
    Type: Monster
    Traits: Animal
    To Defeat: Combat 14
    If undefeated, return the Nightbelly Boa faceup to the top of this location deck. Defeating the Nightbelly Boa does not allow you to close this location.

    Scenario Level (#): 2

    Turn: 18, Alahazra/Qronos

    Random Cards:

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

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

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

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

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

    Weapons
    Spoiler:
    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:
    Dogslicer
    RotR
    Weapon 1
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

    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:
    Quarterstaff
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Spoiler:
    Longsword
    RotR
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    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:
    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:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spoiler:
    Invisibility
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster.
    Discard this card to succeed at your Stealth check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Lightning Touch
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

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

    Items
    Spoiler:
    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:
    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:
    Cloak of Elvenkind
    RotR
    Item 2
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 5
    Reveal this card to add 1d6 to your Stealth check.
    Recharge this card to succeed at your Stealth check.

    Spoiler:
    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:
    Troubadour
    RotR
    Ally B
    Traits:
    Basic
    Halfling
    To Acquire:
    Dexterity
    Acrobatics. 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.

    Spoiler:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    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 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:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

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

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

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

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

    Spoiler:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Hayato/dinketry:
    Spoiler:
    Hourglass Card 1 Hayato/dinketry
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 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 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 4 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 4 Seoni/EmpTyger
    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 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
    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 Hayato/dinketry:
    Spoiler:
    Hourglass Card 7 Hayato/dinketry
    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.
    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.
    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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 11 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 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 12 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 12 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 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.

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

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

    Glassworks Card 1:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    Glassworks Card 2:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Glassworks Card 3:
    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.
    Glassworks Card 4:
    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.
    Glassworks Card 5:
    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.
    Glassworks 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.
    Glassworks Card 7:
    Strength
    RotR
    Spell C
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Glassworks Card 8:
    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.
    Glassworks Card 9:
    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.
    Glassworks Card 10:
    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.
    Glassworks Card 11:
    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.
    Glassworks Card 12:
    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.

    Location #3: Habe's Sanatorium
    Closed
    When Permanently Closed: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Turtleback Ferry
    Closed
    When Permanently Closed: At the end of your turn, you may move.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Hayato/dinketry, Seoni/EmpTyger, None

    Location #5: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack, Alahazra/Qronos, Zonipticus Zonidu/Maelwys, Targ

    General Store Card 1:
    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.
    General Store 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.
    General Store Card 3:
    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.

    Location #6: Village House
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/eddiephlash,

    Location #7: Scarnetti Manor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Scarnetti Manor Card 1:
    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.
    Scarnetti Manor Card 2:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.
    Scarnetti Manor Card 3:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: Shopkeeper's Daughter
    Farmhouse Card 1:
    Xanesha
    RotR
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
    Farmhouse Card 2:
    Henchman Proxy A7
    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.
    Farmhouse Card 3:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Farmhouse Card 4:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Farmhouse Card 5:
    Shopkeeper's Daughter
    RotR
    Barrier 1
    Traits:
    Basic
    Human
    Obstacle
    To Defeat:
    Wisdom 8
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.
    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.


  • Oracle: Deck Handler

    Move to Farmhouse -> Free explore -> Encounter Xanesha. No guards available.

    General Store Card 1 - Xanesha:

    RotR
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.

    Wisdom 10 using Fire Snake and discarding Blessing of the Gods to become Divine 10: 2d12 + 2 + 2 ⇒ (1, 10) + 2 + 2 = 15

    Combat 17 using Holy Light, recharging Blessing of the Spellbound and revealing Binder's Tome: 2d12 + 2d6 + 1d4 + 2 + 2 + 2 ⇒ (1, 4) + (2, 3) + (1) + 2 + 2 + 2 = 17

    Location closes (BARELY)

    Attempt to recharge cards

    Fire Snake Divine 8: 1d12 + 2 + 2 ⇒ (1) + 2 + 2 = 5 FAIL

    Holy Light Divine 10: 1d12 + 2 + 2 ⇒ (2) + 2 + 2 = 6 FAIL

    "

    Alahazra wrote:

    Hand: Cure, Riftwarden, Life Drain, Binder's Tome, Find Traps, Researcher, Blessing of the Spellbound 1,

    Displayed:
    Deck: 3 Discard: 7 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 1, Holy Water, Blessing of the Spellbound 2
    Recharged:
    Discard Pile: Blessing of the Spellbound 3, Magical Child, Pyrotechnic Blast, Ruby of Charisma, Blessing of the Gods 2, Fire Snake, Holy Light,
    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: Shuffle a Nightbelly Boa henchman into each location except for the Academy.

    Poison Traps cannot be defeated with a Dexterity check; a Disable 5 check is required to defeat them.

    Additional Rules: When the Sihedron Appears - Lingering Venom. Each character takes 1 poison damage. Advance the blessings deck again, then shuffle the Sihedron Medallion back into the blessings deck.

    The henchman proxy for this scenario is:

    Nightbelly Boa:

    Henchman
    Type: Monster
    Traits: Animal
    To Defeat: Combat 14
    If undefeated, return the Nightbelly Boa faceup to the top of this location deck. Defeating the Nightbelly Boa does not allow you to close this location.

    Scenario Level (#): 2

    Turn: 19, Hayato/dinketry

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

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

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

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

    Spoiler:
    Trapped Locker
    RotR
    Barrier B
    Traits:
    Basic
    Cache
    Lock
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Spoiler:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

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

    Spoiler:
    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:
    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:
    Light Crossbow
    RotR
    Weapon C
    Traits:
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Spells
    Spoiler:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spoiler:
    Mending
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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:
    Holy Light
    RotR
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Wooden Shield
    RotR
    Armor C
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

    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:
    Wooden Shield
    RotR
    Armor B
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

    Spoiler:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    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.

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

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

    Spoiler:
    Caltrops
    RotR
    Item B
    Traits:
    Basic
    Object
    To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

    Spoiler:
    Mattock
    RotR
    Item C
    Traits:
    Basic
    Tool
    To Acquire:
    Strength
    Melee 6
    Reveal this card to add 1d8 to your noncombat Strength check.
    Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

    Spoiler:
    Blast Stone
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Object
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

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

    Spoiler:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

    Spoiler:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

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

    Spoiler:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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

    Current Hour:

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

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 1 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 2 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 2 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 3 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 3 Seoni/EmpTyger
    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 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 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 5 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 5 Alahazra/Qronos
    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 6 Hayato/dinketry:
    Spoiler:
    Hourglass Card 6 Hayato/dinketry
    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.
    Hourglass Card 7 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 7 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 8 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 8 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 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 Seoni/EmpTyger
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 10 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 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 11 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 11 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 12 Hayato/dinketry:
    Spoiler:
    Hourglass Card 12 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.

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

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

    Glassworks Card 1:
    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.
    Glassworks 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.
    Glassworks Card 3:
    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.
    Glassworks 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.
    Glassworks Card 5:
    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.
    Glassworks Card 6:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Glassworks Card 7:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    Glassworks Card 8:
    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.
    Glassworks Card 9:
    Xanesha
    RotR
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
    Glassworks Card 10:
    Strength
    RotR
    Spell C
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Glassworks Card 11:
    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.
    Glassworks Card 12:
    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.
    Glassworks Card 13:
    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.

    Location #3: Habe's Sanatorium
    Closed
    When Permanently Closed: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Turtleback Ferry
    Closed
    When Permanently Closed: At the end of your turn, you may move.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Hayato/dinketry, Seoni/EmpTyger, None

    Location #5: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack, Zonipticus Zonidu/Maelwys, Targ

    General Store Card 1:
    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.
    General Store 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.
    General Store Card 3:
    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.

    Location #6: Village House
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/eddiephlash,

    Location #7: Scarnetti Manor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Scarnetti Manor Card 1:
    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.
    Scarnetti Manor Card 2:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.
    Scarnetti Manor Card 3:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Location #8: Farmhouse
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Alahazra/Qronos,

  • Grand Lodge

    Hayato the Sorcerer (just kidding)

    Off-turn updates: none.

    Hayato sighs, disappointed that none of his networking at the docks resulted in anything more than some leering stares and well-placed insults. "Perhaps the Kaijitsu patriarch has some knowledge to share," the ronin reasons to himself as he walks towards the glass foundry.

    The hour is Blessing of Gorum. Move to Glassworks.

    First (free) explore: Tome of Knowledge. Intelligence (5) Check: 1d6 ⇒ 3 FAIL! Banished and discard Belkzen Battle Standard to location power. Discard Grizzled Mercenary to explore again.

    Second explore: Ambush. Banish Potion of Vision to succeed at Perception check.

    Third (free from Ambush) explore: Ven Vinder. May I use Mother Myrtle's The Carnival blessing, please? Diplomacy (6) Check, Blessed: 2d6 + 1 ⇒ (6, 2) + 1 = 9 SUCCESS! Acquired; banish to draw a random item - Luckstone. End turn.

    Glassworks Cards #1 and #2 banished. Card #3 acquired and turned into an Item 0.
    Mother Myrtle discarded The Carnival for my check - thanks.

    "Howwwwww may I help you?" The door attendant at the glass foundry swooped out of a hidden doorway, startling the samurai.

    "Um...I was hoping to speak with Honourable Kaijitsu," Hayato begins, slowly releasing his tight grip on the handle of his polearm.

    "Master Kaijitsu is only seeing clients at this hour with questions about glass items and potential glass work," the attendant smiles without humour. "If you'd like to make an appointment, then I could take your name----"

    "What about this?" Hayato blurts out, producing a glass vial from his tabard pocket. "I....um...have a query about the maker's mark on this..." Hayato jerks the incidental bottle away from the attendant's frowning brow. "May I see him?"

    "Yesssssss...." the attendant says, an inscrutable look on his face. "Please follow me, if you wish."

    Hayato congratulates himself on his luck and follows the attendant deeper into the plant.

    Hayato wrote:

    Hand: Luckstone, Naginata, Blessing of the Samurai 2, Shieldsplitter Lance,

    Displayed:
    Deck: 11 Discard: 6 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Blessing and 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): Horn of Battle Clarity, Katana +1, Blessing of Sarenrae, Blessing of the Samurai 1, Blessing of Gorum, Earthbreaker (Core), Warhorse, Jinfu, Champion's Do-Maru, Fireproof O-Yoroi
    Recharged: Surgeon,
    Discard Pile: Blessing of Erastil, Merchant, Arcane Armor, Portable Ram, Belkzen Battle Standard, 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.

    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: Shuffle a Nightbelly Boa henchman into each location except for the Academy.

    Poison Traps cannot be defeated with a Dexterity check; a Disable 5 check is required to defeat them.

    Additional Rules: When the Sihedron Appears - Lingering Venom. Each character takes 1 poison damage. Advance the blessings deck again, then shuffle the Sihedron Medallion back into the blessings deck.

    The henchman proxy for this scenario is:

    Nightbelly Boa:

    Henchman
    Type: Monster
    Traits: Animal
    To Defeat: Combat 14
    If undefeated, return the Nightbelly Boa faceup to the top of this location deck. Defeating the Nightbelly Boa does not allow you to close this location.

    Scenario Level (#): 2

    Turn: 20, Yoon/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    Cultist
    RotR
    Monster C
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.

    Spoiler:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.

    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 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:
    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:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

    Spoiler:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    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


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

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

    Weapons
    Spoiler:
    Quarterstaff
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    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:
    Dogslicer
    RotR
    Weapon 1
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

    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:
    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.

    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:
    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:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    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:
    Wooden Shield
    RotR
    Armor B
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

    Spoiler:
    Wooden Shield
    RotR
    Armor C
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

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

    Items
    Spoiler:
    Amulet of Life
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

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

    Spoiler:
    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 Fortitude
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Spoiler:
    Masterwork Tools
    RotR
    Item B
    Traits:
    Elite
    Tool
    To Acquire:
    Dexterity
    Disable 7
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

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

    Spoiler:
    Crow
    RotR
    Ally B
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    Discard this card to explore your location.

    Spoiler:
    Troubadour
    RotR
    Ally C
    Traits:
    Basic
    Halfling
    To Acquire:
    Dexterity
    Acrobatics. 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma 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:
    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


    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Desna
    RotR
    Blessing B
    Traits:
    Desna
    Divine
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

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

    Current Hour:

    Blessing of 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: 11

    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 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 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
    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 Hayato/dinketry:
    Spoiler:
    Hourglass Card 5 Hayato/dinketry
    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.
    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.
    Hourglass Card 7 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 7 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 8 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 8 Seoni/EmpTyger
    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 9 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 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 10 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 10 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 11 Hayato/dinketry:
    Spoiler:
    Hourglass Card 11 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.

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

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

    Glassworks Card 1:
    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.
    Glassworks Card 2:
    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.
    Glassworks Card 3:
    Poison Trap
    RotR
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.
    Glassworks Card 4:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    Glassworks Card 5:
    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.
    Glassworks Card 6:
    Xanesha
    RotR
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
    Glassworks Card 7:
    Strength
    RotR
    Spell C
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Glassworks Card 8:
    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.
    Glassworks Card 9:
    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.
    Glassworks Card 10:
    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.

    Location #3: Habe's Sanatorium
    Closed
    When Permanently Closed: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Turtleback Ferry
    Closed
    When Permanently Closed: At the end of your turn, you may move.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, None

    Location #5: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack, Zonipticus Zonidu/Maelwys, Targ

    General Store Card 1:
    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.
    General Store 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.
    General Store Card 3:
    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.

    Location #6: Village House
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/eddiephlash,

    Location #7: Scarnetti Manor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Scarnetti Manor Card 1:
    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.
    Scarnetti Manor Card 2:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.
    Scarnetti Manor Card 3:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Location #8: Farmhouse
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Alahazra/Qronos,


  • Mesmerist: Deck Handler

    Off turn. Heal 1: Archer.

    Start turn. Hour is BotG. Move to Glassworks. Explore: Siren. Hope that TwoZees is willing to spare their Bo Milani.
    Wis 8: 3d4 ⇒ (3, 1, 4) = 8 Success!!! Was really worried about that one

    Discard BotG to explore: Goblin Pyro. Reveal Searing Flesh for fort blast. Reveal Gom.
    Combat 8: 1d10 + 3 + 1d8 + 1d4 ⇒ (6) + 3 + (5) + (3) = 17
    Cast Phantom Shield on AYA damage.

    During recovery,display Phantom Shield with Riffle Scrolls. End turn. Reset hand, drawing 2, then setting aside 2, burying BotSpellbound and healing the rest.

    Yoon wrote:

    Hand: Quarterstaff of Vaulting, Searing Flesh, Ring of Protection, Gom-Gom, Compass, Archer,

    Displayed: Riffle Scrolls, Locate Object, Spirit Surge, Phantom Shield,
    Deck: 5 Discard: 4 Buried: 2
    Current Location: Glassworks
    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): Psychokineticist, Blessing of the Gods 1, Ring of Protection 2, Elemental Ascetic, Night Watch
    Recharged:
    Discard Pile: Blessing of the Spellbound 2, Blessing of the Spellbound 1, Blessing of the Spellbound 3, Blessing of the Gods 2,
    Buried Pile: Sign of the Pack, Blessing of the Spellbound 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.


    Seoni's Turn: Discard the Paladin
    Myrtle's Turn: Reload Sling
    Yoon's Turn: Discard Blessing of Milani

    Turn 21, under the Blessing of Erastil
    Move to Glassworks. Targ displays at Glassworks.

    Free Exploration - Glassworks #3: Poison Trap
    Discard Sling from top of deck for +1d8
    Check to Defeat - Disable 5: 1d8 + 1 + 1d8 ⇒ (7) + 1 + (7) = 15 - Defeated
    Check to Close - Perception 6: Recharge Eyes of the Eagle to auto-pass.
    All cards in the location are banished, aside from the Villain (Glassworks #6).

    Draw 4 to reset my hand and end my turn.

    Zonipticus Zonidu wrote:

    Hand: Cure (2), Cure, Flame Staff, Mist Horn, Acolyte, Blessing of Desna,

    Displayed: Targ, Targ: Scythe +1/Weapon 2, Targ: Night Watch/Ally B,
    Deck: 9 Discard: 6 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Any Local Non-Combat Check: Recharge Acolyte for +1d8
    Need Healing? I've got 2x Cure
    Taking Damage? Display Mist Horn to reduce it by 1d4+1 for everybody present
    Need a blessing? Desna's all yours
    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): Charm Person, Cat, Magic Eye, Troubadour, Archer, Fox, Aid, Leech
    Recharged: Eyes of the Eagle,
    Discard Pile: Sanctuary, Noble Brat, Good Omen, The Paladin, Blessing of Milani, Sling,
    Buried Pile: Quilted Cloth Armor,

    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.

    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: Shuffle a Nightbelly Boa henchman into each location except for the Academy.

    Poison Traps cannot be defeated with a Dexterity check; a Disable 5 check is required to defeat them.

    Additional Rules: When the Sihedron Appears - Lingering Venom. Each character takes 1 poison damage. Advance the blessings deck again, then shuffle the Sihedron Medallion back into the blessings deck.

    The henchman proxy for this scenario is:

    Nightbelly Boa:

    Henchman
    Type: Monster
    Traits: Animal
    To Defeat: Combat 14
    If undefeated, return the Nightbelly Boa faceup to the top of this location deck. Defeating the Nightbelly Boa does not allow you to close this location.

    Scenario Level (#): 2

    Turn: 22, Seoni/EmpTyger

    Random Cards:

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

    Spoiler:
    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:
    Cultist
    RotR
    Monster C
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.

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

    Spoiler:
    Skeleton
    RotR
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

    Barriers
    Spoiler:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

    Spoiler:
    Trapped Locker
    RotR
    Barrier B
    Traits:
    Basic
    Cache
    Lock
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Spoiler:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

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

    Spoiler:
    Treasure Map
    RotR
    Barrier B
    Traits:
    Basic
    Cache
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

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

    Spoiler:
    Longsword
    RotR
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 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:
    Light Crossbow
    RotR
    Weapon B
    Traits:
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

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

    Spoiler:
    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:
    Force Missile
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Force
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 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:
    Lightning Touch
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    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.

    Spoiler:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    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.

    Spoiler:
    Wooden Shield
    RotR
    Armor B
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

    Spoiler:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    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 proficient with light armors, bury it 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.

    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:
    Masterwork Tools
    RotR
    Item B
    Traits:
    Elite
    Tool
    To Acquire:
    Dexterity
    Disable 7
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Spoiler:
    Amulet of Life
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

    Spoiler:
    Blast Stone
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Object
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

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

    Allies
    Spoiler:
    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:
    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:
    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:
    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:
    Burglar
    RotR
    Ally C
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.

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

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

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

    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 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.

    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: 9

    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
    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 Hayato/dinketry:
    Spoiler:
    Hourglass Card 3 Hayato/dinketry
    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.
    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.
    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 Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 7 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Hayato/dinketry:
    Spoiler:
    Hourglass Card 9 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.

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

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

    Glassworks Card 1 (Xanesha):
    Xanesha
    RotR
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.

    Location #3: Habe's Sanatorium
    Closed
    When Permanently Closed: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Turtleback Ferry
    Closed
    When Permanently Closed: At the end of your turn, you may move.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, None

    Location #5: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Bigguyinblack

    General Store Card 1:
    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.
    General Store 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.
    General Store Card 3:
    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.

    Location #6: Village House
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #7: Scarnetti Manor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Scarnetti Manor Card 1:
    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.
    Scarnetti Manor Card 2:
    Crowbar
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
    Succeed at a Strength 3 check to recharge this card instead of discarding it.
    Scarnetti Manor Card 3:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Location #8: Farmhouse
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Alahazra/Qronos,


  • Female Human Sorcerer Deck Handler

    Hourglass 2: Sarenrae o’clock
    Moving to Glassworks
    Exploring Glassworks 6: Xanesha

    Xanesha:
    Villain 2
    Type: Monster
    Traits:
    Lamia
    To Defeat:
    Wisdom 10
    OR Combat 14
    THEN Combat 17
    If you fail a combat check, you may not play weapons or spells for the rest of the turn.
    "I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.

    Discarding Potion of Energy Resistance as an Attack Fire Magic spell, revealing Binder’s Tome. Zonipticus discards Blessing of Desna
    Combat 14: 2d12 + 4 + 1d6 + 1 + 1d4 ⇒ (3, 3) + 4 + (3) + 1 + (4) = 18
    Discarding Crown of Charisma as an Attack Fire Magic spell, revealing Binder’s Tome, discarding Blessing of Pharasma
    Combat 17: 3d12 + 4 + 1d6 + 1 + 1d4 ⇒ (4, 9, 6) + 4 + (5) + 1 + (4) = 33
    Xanesha is banished

    “I have had it with these mana-sucking snakes in this mirrored focusing pane!” Seoni shot a series of glass-shattering firebolts. The snakes and Xanesha stopped reappearing.

    We win!

    Grand Lodge

    SUCCESS!

    Scenario Reward: Loot! Headband of Vast Intelligence and Snakeskin Tunic

    Potential Rewards (+ Targ):

    Burglar (Ally B)
    Archer (Ally B)
    Acolyte (Ally B)
    Night Watch (Ally B)
    Night Watch (Ally B)
    Merchant (Ally 2)
    Blessing of Desna (Blessing B)
    Blessing of Erastil (Blessing B)
    Wand of Force Missile (Item 1)
    Potion of Vision (Item C)
    Potion of Hiding (Item C)
    Ring of Protection (Item 2)
    Luckstone (Item B)
    Holy Water (Item B)
    Eyes of the Eagle (Item C)
    Ring of Protection (Item 2)
    Potion of Energy Resistance (Item B)
    Arcane Armor (Spell B)
    Cure (Spell C)
    Lightning Bolt (Spell 2)
    Mirror Image (Spell B)
    Sanctuary (Spell C)
    Scythe +1 (Weapon 2)

    Grand Lodge

    Scenario 2C - The Villains' Hero

    You’ve unmasked Andra Xanesha as a monster, but the Skinsaw Cult is growing stronger. Their victims are slain in the light of day, even in areas heavily patrolled by the town guard. A few captured cultists speak of a twisted “hero” among their vile religion, an artist of murder known as the Skinsaw Man. Find this Skinsaw Man and learn why the cult’s crime spree has become so bold.

    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: When you would discard or recharge an ally, succeed at a Wisdom or Perception 6 check or bury it instead.

    Additional Rules: When the Sihedron Appears - Unnerved. Display the Sihedron Medallion next to the blessings deck, then advance the blessings deck again. While the Sihedron Medallion is displayed, subtract 1 from each die rolled on checks against a villain or henchman.

    Scenario Level (#): 2

    Turn: (Mother Myrtle/bigguyinblack)

    Random Cards:

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

    Spoiler:
    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:
    Goblin Dog
    RotR
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

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

    Barriers
    Spoiler:
    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.

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

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

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

    Weapons
    Spoiler:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Spoiler:
    Dagger
    RotR
    Weapon B
    Traits:
    Basic
    Knife
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

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

    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:
    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:
    Levitate
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Lightning Touch
    RotR
    Spell C
    Traits:
    Arcane
    Attack
    Basic
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Magic
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 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:
    Wooden Shield
    RotR
    Armor C
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

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

    Spoiler:
    Magic 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:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    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 proficient with light armors, bury it instead.

    Spoiler:
    Wooden Shield
    RotR
    Armor B
    Traits:
    Basic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    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 you are proficient with light armors, you may play another armor on this check.

    Items
    Spoiler:
    Blast Stone
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Object
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

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

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

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

    Allies
    Spoiler:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.

    Spoiler:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

    Spoiler:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

    Spoiler:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    Spoiler:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

    Blessings
    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 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 Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Current Hour:

    :
    [/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 Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 2 Alahazra/Qronos
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 3 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
    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 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 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 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 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 Hayato/dinketry:
    Spoiler:
    Hourglass Card 9 Hayato/dinketry
    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 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 10 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 14 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 14 Alahazra/Qronos
    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 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
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 17 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 17 Zonipticus Zonidu/Maelwys
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 18 Seoni/EmpTyger
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 19 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/Bigguyinblack
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 20 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 20 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 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 Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 23 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 24 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 24 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 25 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 MotherMyrtle/Bigguyinblack
    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 26 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 26 Alahazra/Qronos
    Blessing of Gorum
    RotR
    Blessing C
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 27 Hayato/dinketry:
    Spoiler:
    Hourglass Card 27 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 28 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 28 Yoon/eddiephlash
    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 29 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 29 Zonipticus Zonidu/Maelwys
    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 30 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 30 Seoni/EmpTyger
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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: 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: Hayato/dinketry, Yoon/eddiephlash, Zonipticus Zonidu/Maelwys, Seoni/EmpTyger, MotherMyrtle/Bigguyinblack, Alahazra/Qronos, None

    Location #2: Turtleback Ferry
    At This Location: At the end of your turn, you may move.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: 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 #4: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: 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 #7: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #8: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None


  • Deck Upgrade - Weapon 2: Sling -> Deathbane Light Crossbow +1

    Twozee will start at the Rusty Dragon. If they're going to mess with my allies, I might as well at least try to get as many as possible into hand... ;-)

    Zonipticus Zonidu wrote:

    Hand: Cure, Charm Person (Core), Leech, Troubadour (Core), Blessing of Milani, The Paladin, Targ,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Any Local Non-Combat Check: Recharge Troubadour, Leech for +1d8
    Need Healing? I've got Cure
    Non-combat Bane check: Discard The Paladin to Bless AND add +1d10+4
    Non-Combat Dex/Wis Check: Discard Milani 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): Flame Staff (Core), Good Omen (Core), Quilted Cloth Armor, Mist Horn (Core), Aid (Core), Deathbane Light Crossbow +1, Noble Brat, Magic Eye, Cat (Core), Fox (Core)
    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.


    deck handler

    Start at General Store.

    Mother Myrtle wrote:

    Hand: Clockwork Servant (Core), Clockwork Servant (Core) 2, Acid Arrow (Core), Embiggen, Acid Flask (Core) 1, Acid Flask (Core) 2,

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

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

    Clockwork Servant: On a local Intelligence or Craft check, recharge to add 1d6.

    Embiggen: Freely display next to a local character. While displayed: On that character’s checks, replace all dice as follows: d4->d8, d6->d10, d8->12, d10->d12, d12->d20 (if you have one). At the end of the turn, banish.

    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): Porcupine (Core), Elixir of Energy Resistance, Noxious Bomb, The Carnival, Researcher, Sonic Blast, Blast Stone (Core), Blessing of the Elements, Elixir of Healing, Tussah Silk Coat
    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.


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    Female Human Sorcerer Deck Handler

    Upgrading Ally B Sage into Ally 2 Cleric of Nethys
    Starting at Rusty Dragon

    The twisted reflections of Xanesha were all slain. Only the real one remained, nervously cowering among the shattered glass. “Are you going to kill me too?” she asked nervously.
    “Are you a cultist?” asked Seoni warily.
    “Not at all!” hastily explained Xanesha. “Well, er, not exactly.” She kept babbling. “I mean, one woman’s cult is another woman’s religion, right? It’s a duality. Which is to say, I mean, I’m a scholar of Nethys. Normally, that is, when my reflections aren’t warped by runic magic. Nothing more sinister to that. You understand?”
    Seoni wasn’t sure yet whether she could trust Xanesha, but decided to give her the benefit of the doubt for now. “All right. Buy me a drink at the Rusty Dragon and tell me about your lord and savior Nethys.”
    Xanesha even didn’t wait for drinks to be served. “Well, see, there’s a duality between ‘lord’ and ‘savior’ that reflects a certain divine nature…”

    Seoni wrote:

    Hand: Riftwarden, Pyrotechnic Blast, Blessing of Pharasma B2 (discard to bless/double bless if spell is cast), Crown of Charisma, Blessing of the Gods (discard to bless/copy hour), Blessing of Pharasma 1 (discard to bless/double bless if spell is cast),

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

    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 [X] +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


    Mesmerist: Deck Handler

    Anathemic Volume replaces Compass. Start at General Store.

    Yoon wrote:

    Hand: Psychokineticist, Locate Object, Blessing of the Spellbound 3, Phantom Shield, Anathemic Volume, Blessing of the Spellbound 1,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: General Store
    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): Blessing of the Gods 2, Searing Flesh, Elemental Ascetic, Quarterstaff of Vaulting, Blessing of the Spellbound 2, Riffle Scrolls, Sign of the Pack, Spirit Surge, Blessing of the Gods 1, Gom-Gom
    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.


    Oracle: Deck Handler

    Alahazra will start at the Town Square

    "

    Alahazra wrote:

    Hand: Researcher, Cure, Pyrotechnic Blast, Blessing of the Spellbound 3, Find Traps, Blessing of the Spellbound 1, Ruby of Charisma,

    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): Magical Child, Life Drain, Blessing of the Gods 2, Riftwarden, Holy Light, Fire Snake, Blessing of the Spellbound 2, Binder's Tome, Blessing of the Gods 1
    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

    Hayato the Sorcerer (just kidding)

    Starting at Fort Rannick.

    Hayato wrote:

    Hand: Jinfu, Belkzen Battle Standard, Blessing of Sarenrae, Grizzled Mercenary, Katana +1,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Blessing and 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): Champion's Do-Maru, Earthbreaker (Core), Surgeon, Gem of Physical Prowess, Shieldsplitter Lance, Blessing of the Samurai 2, Blessing of the Samurai 1, Blessing of Gorum, Warhorse, Horn of Battle Clarity, Naginata, Fireproof O-Yoroi
    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).

    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: When you would discard or recharge an ally, succeed at a Wisdom or Perception 6 check or bury it instead.

    Additional Rules: When the Sihedron Appears - Unnerved. Display the Sihedron Medallion next to the blessings deck, then advance the blessings deck again. While the Sihedron Medallion is displayed, subtract 1 from each die rolled on checks against a villain or henchman.

    Scenario Level (#): 2

    Turn: 1, MotherMyrtle/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Cultist
    RotR
    Monster C
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.

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

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

    Spoiler:
    Ghoul
    RotR
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Spoiler:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.

    Barriers
    Spoiler:
    Treasure Map
    RotR
    Barrier B
    Traits:
    Basic
    Cache
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    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:
    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:
    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:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

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

    Spoiler:
    Warhammer
    RotR
    Weapon B
    Traits:
    Bludgeoning
    Elite
    Hammer
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    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:
    Shortbow
    RotR
    Weapon C
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Spoiler:
    Quarterstaff
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Spells
    Spoiler:
    Levitate
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Lightning Touch
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Levitate
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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:
    Force Missile
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Force
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    RotR
    Spell C
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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 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:
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    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:
    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:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    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 proficient with light armors, bury it instead.

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

    Spoiler:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    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:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Allies
    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:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

    Spoiler:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    Spoiler:
    Dog
    RotR
    Ally C
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d10 to your Perception Check.
    Discard this card to explore your location.

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

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

    Hours Remaining: 30

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 1 Alahazra/Qronos
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 2 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
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 4 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 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 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 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 Hayato/dinketry:
    Spoiler:
    Hourglass Card 8 Hayato/dinketry
    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 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 9 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 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 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 13 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 13 Alahazra/Qronos
    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 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
    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 16 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 16 Zonipticus Zonidu/Maelwys
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 Seoni/EmpTyger
    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 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 MotherMyrtle/Bigguyinblack
    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 19 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 19 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 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 Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 22 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 23 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 23 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 24 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 MotherMyrtle/Bigguyinblack
    Blessing of Sarenrae
    RotR
    Blessing B
    Traits:
    Divine
    Sarenrae
    To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 25 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 25 Alahazra/Qronos
    Blessing of Gorum
    RotR
    Blessing C
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 26 Hayato/dinketry:
    Spoiler:
    Hourglass Card 26 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 27 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 27 Yoon/eddiephlash
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 28 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 28 Zonipticus Zonidu/Maelwys
    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 29 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 29 Seoni/EmpTyger
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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: 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: Zonipticus Zonidu/Maelwys, Seoni/EmpTyger, None

    The Rusty Dragon Card 1:
    The Skinsaw Man
    RotR
    Villain 2
    Type: Monster
    Traits:
    Ghoul
    Rogue
    Undead
    To Defeat:
    Combat 14
    THEN Combat 16
    The Skinsaw Man is immune to the Mental and Poison traits.
    If there are no other characters at your location, the difficulty of checks to defeat the Skinsaw Man is increased by 1d4.
    If undefeated, reset your hand and end your turn.
    "You, and you alone, have brought this fearful harvest." --Your Lordship
    The Rusty Dragon Card 2:
    Crow
    RotR
    Ally C
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    Discard this card to explore your location.
    The Rusty Dragon Card 3:
    Ghoul
    RotR
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.
    The Rusty Dragon Card 4:
    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.
    The Rusty Dragon Card 5:
    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.
    The Rusty Dragon Card 6:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    The Rusty Dragon Card 7:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    The Rusty Dragon Card 8:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    The Rusty Dragon Card 9:
    Brodert Quink
    RotR
    Ally 2
    Traits:
    Human
    Sage
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Knowledge 7
    Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
    Discard this card to explore your location.
    The Rusty Dragon Card 10:
    Invisibility
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster.
    Discard this card to succeed at your Stealth check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Location #2: Turtleback Ferry
    At This Location: At the end of your turn, you may move.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Turtleback Ferry Card 1:
    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.
    Turtleback Ferry Card 2:
    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.
    Turtleback Ferry Card 3:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Turtleback Ferry Card 4:
    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.
    Turtleback Ferry 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.
    Turtleback Ferry 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.
    Turtleback Ferry Card 7:
    Sanctuary
    RotR
    Spell C
    Traits:
    Basic
    Divine
    Magic
    Mental
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
    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.
    Turtleback Ferry Card 8:
    Burglar
    RotR
    Ally C
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    Turtleback Ferry Card 9:
    Troubadour
    RotR
    Ally B
    Traits:
    Basic
    Halfling
    To Acquire:
    Dexterity
    Acrobatics. 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.
    Turtleback Ferry Card 10:
    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.

    Location #3: 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
    Waterfront Card 1:
    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.
    Waterfront Card 2:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.
    Waterfront Card 3:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Waterfront Card 4:
    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.
    Waterfront Card 5:
    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.
    Waterfront Card 6:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Waterfront 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.
    Waterfront Card 8:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Waterfront Card 9:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Waterfront Card 10:
    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.

    Location #4: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Hayato/dinketry, None
    Fort Rannick Card 1:
    Merchant
    RotR
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.
    Fort Rannick Card 2:
    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.
    Fort Rannick Card 3:
    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.
    Fort Rannick Card 4:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Fort Rannick Card 5:
    Falling Bell
    RotR
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
    Fort Rannick Card 6:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Fort Rannick Card 7:
    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.
    Fort Rannick Card 8:
    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.
    Fort Rannick Card 9:
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Fort Rannick Card 10:
    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.

    Location #5: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Yoon/eddiephlash, MotherMyrtle/Bigguyinblack, None
    General Store Card 1:
    Potion of Glibness
    RotR
    Item C
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.
    General Store Card 2:
    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.
    General Store Card 3:
    Mercenary
    RotR
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    General Store Card 4:
    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.
    General Store Card 5:
    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.
    General Store Card 6:
    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.
    General Store Card 7:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.
    General Store Card 8:
    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.
    General Store Card 9:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    General Store Card 10:
    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.

    Location #6: 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: Alahazra/Qronos, None
    Town Square Card 1:
    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 2:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Town Square 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.
    Town Square Card 4:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee 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.
    Town Square Card 5:
    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.
    Town Square Card 6:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.
    Town Square Card 7:
    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.
    Town Square Card 8:
    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.
    Town Square Card 9:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    Town Square Card 10:
    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.

    Location #7: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Shadow Clock Card 1:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Shadow Clock Card 2:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Shadow Clock Card 3:
    Carrionstorm
    RotR
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.
    Shadow Clock Card 4:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Shadow Clock Card 5:
    Guidance
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 2
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    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.
    Shadow Clock Card 8:
    Scythe +1
    RotR
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.
    Shadow Clock Card 9:
    Cultist
    RotR
    Monster C
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.
    Shadow Clock Card 10:
    Holy Water
    RotR
    Item B
    Traits:
    Basic
    Divine
    Liquid
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Discard this card to evade a bane with the Undead trait.
    Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
    Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

    Location #8: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Garrison Card 1:
    Leather Armor
    RotR
    Armor C
    Traits:
    Basic
    Light Armor
    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 proficient with light armors, bury it instead.
    Garrison Card 2:
    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.
    Garrison Card 3:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Garrison Card 4:
    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.
    Garrison 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.
    Garrison Card 6:
    Satyr
    RotR
    Monster C
    Traits:
    Basic
    Fey
    To Defeat:
    Dexterity
    Acrobatics 9
    All damage dealt by the Satyr is Mental damage that may not be reduced.
    Garrison Card 7:
    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.
    Garrison Card 8:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    Garrison Card 9:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    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.
    Garrison Card 10:
    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.


  • deck handler

    Blessing of Abadar in effect.

    General Store Card 1: Potion of Glibness:

    RotR
    Item C
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Craft 4 auto acquire. Send Clockwork Servant (Core) to recovery to explore.

    General Store Card 2: 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.

    Fortitude 2 auto acquire. Send Clockwork Servant (Core) 2 to recovery to explore.

    General Store Card 3: Mercenary:

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

    combat 10 +2 using Acid Flask (Core) 1, freely displaying Embiggen: 1d20 + 2d10 + 4 ⇒ (15) + (4, 1) + 4 = 24

    Reveal a card to explore due to location.

    General Store Card 4: 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.

    combat 10 +2 using Acid Flask (Core) 2, aided by Embiggen: 1d20 + 2d10 + 4 ⇒ (4) + (2, 2) + 4 = 12

    Reveal a card to explore.

    General Store Card 5: 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.

    Banished.

    Mother Myrtle ends their turn.

    Mother Myrtle attempts to recover all cards in their Recovery pile.
    Clockwork Servant (Core): Craft 8: 1d12 + 4 ⇒ (9) + 4 = 13 -> Clockwork Servant (Core) recharged.
    Clockwork Servant (Core) 2: Craft 8: 1d12 + 4 ⇒ (5) + 4 = 9 -> Clockwork Servant (Core) 2 recharged.
    Acid Flask (Core) 1: Craft 6: 1d12 + 4 ⇒ (5) + 4 = 9 -> Acid Flask (Core) 1 recharged.
    Acid Flask (Core) 2: Craft 6: 1d12 + 4 ⇒ (12) + 4 = 16 -> Acid Flask (Core) 2 recharged.
    Embiggen: Arcane 10: 1d20 + 1d8 + 2 ⇒ (14) + (3) + 2 = 19 -> Embiggen recharged.
    wisdom 6 for first ally: 1d12 + 2 ⇒ (7) + 2 = 9
    wisdom 6 for second ally: 1d12 + 2 ⇒ (8) + 2 = 10
    Mother Myrtle resets their hand.

    Mother Myrtle wrote:

    Hand: Acid Arrow (Core), Magic Leather Armor, Potion of Glibness, Elixir of Energy Resistance, Researcher, Porcupine (Core),

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    "Current Location: General Store
    Hero Points: 1"
    "NOTES:
    Available Support: Support cards are available for use. Just leave me at least one way to fight.
    Folio reroll Unused

    Potion of Glibness: Banish this card and choose a character at your location to succeed at a Diplomacy check.

    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.

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

    Porcupine (Core): On a local check against an Animal monster, recharge to add 1d8.

    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): Blast Stone (Core), Elixir of Healing, Sonic Blast, Tussah Silk Coat, Blessing of the Elements, Noxious Bomb, The Carnival
    Recharged: Clockwork Servant (Core), Clockwork Servant (Core) 2, Acid Flask (Core) 1, Acid Flask (Core) 2, Embiggen,
    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.

    General Store cards 1 and 2 acquired. Cards 3 - 5 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: When you would discard or recharge an ally, succeed at a Wisdom or Perception 6 check or bury it instead.

    Additional Rules: When the Sihedron Appears - Unnerved. Display the Sihedron Medallion next to the blessings deck, then advance the blessings deck again. While the Sihedron Medallion is displayed, subtract 1 from each die rolled on checks against a villain or henchman.

    Scenario Level (#): 2

    Turn: 2, Alahazra/Qronos

    Random Cards:

    Monsters
    Spoiler:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.

    Spoiler:
    Zombie
    RotR
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.

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

    Spoiler:
    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:
    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.

    Barriers
    Spoiler:
    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.

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

    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:
    Treasure Map
    RotR
    Barrier B
    Traits:
    Basic
    Cache
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it 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:
    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.

    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:
    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:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Spoiler:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee 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.

    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:
    Detect Magic
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    RotR
    Spell C
    Traits:
    Basic
    Divine
    Healing
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    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:
    Consecration
    RotR
    Spell 2
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

    Spoiler:
    Web
    RotR
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    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:
    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:
    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:
    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:
    Masterwork Tools
    RotR
    Item B
    Traits:
    Elite
    Tool
    To Acquire:
    Dexterity
    Disable 7
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    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:
    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:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.

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

    Allies
    Spoiler:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.

    Spoiler:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

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

    Spoiler:
    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:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 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
    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 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 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 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 Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 7 Hayato/dinketry:
    Spoiler:
    Hourglass Card 7 Hayato/dinketry
    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 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.
    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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    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 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 12 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 12 Alahazra/Qronos
    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 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
    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 15 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 15 Zonipticus Zonidu/Maelwys
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 16 Seoni/EmpTyger
    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 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/Bigguyinblack
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 18 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 18 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 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 Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 21 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 22 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 22 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 23 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 MotherMyrtle/Bigguyinblack
    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 24 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 24 Alahazra/Qronos
    Blessing of Gorum
    RotR
    Blessing C
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 25 Hayato/dinketry:
    Spoiler:
    Hourglass Card 25 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 26 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 26 Yoon/eddiephlash
    Blessing of Shelyn
    RotR
    Blessing B
    Traits:
    Divine
    Shelyn
    To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 27 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 27 Zonipticus Zonidu/Maelwys
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 28 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 28 Seoni/EmpTyger
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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: 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: Zonipticus Zonidu/Maelwys, Seoni/EmpTyger, None

    The Rusty Dragon Card 1:
    The Skinsaw Man
    RotR
    Villain 2
    Type: Monster
    Traits:
    Ghoul
    Rogue
    Undead
    To Defeat:
    Combat 14
    THEN Combat 16
    The Skinsaw Man is immune to the Mental and Poison traits.
    If there are no other characters at your location, the difficulty of checks to defeat the Skinsaw Man is increased by 1d4.
    If undefeated, reset your hand and end your turn.
    "You, and you alone, have brought this fearful harvest." --Your Lordship
    The Rusty Dragon Card 2:
    Crow
    RotR
    Ally C
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    Discard this card to explore your location.
    The Rusty Dragon Card 3:
    Ghoul
    RotR
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.
    The Rusty Dragon Card 4:
    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.
    The Rusty Dragon Card 5:
    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.
    The Rusty Dragon Card 6:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    The Rusty Dragon Card 7:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    The Rusty Dragon Card 8:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    The Rusty Dragon Card 9:
    Brodert Quink
    RotR
    Ally 2
    Traits:
    Human
    Sage
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Knowledge 7
    Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
    Discard this card to explore your location.
    The Rusty Dragon Card 10:
    Invisibility
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster.
    Discard this card to succeed at your Stealth check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Location #2: Turtleback Ferry
    At This Location: At the end of your turn, you may move.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Turtleback Ferry Card 1:
    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.
    Turtleback Ferry Card 2:
    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.
    Turtleback Ferry Card 3:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Turtleback Ferry Card 4:
    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.
    Turtleback Ferry 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.
    Turtleback Ferry 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.
    Turtleback Ferry Card 7:
    Sanctuary
    RotR
    Spell C
    Traits:
    Basic
    Divine
    Magic
    Mental
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
    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.
    Turtleback Ferry Card 8:
    Burglar
    RotR
    Ally C
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    Turtleback Ferry Card 9:
    Troubadour
    RotR
    Ally B
    Traits:
    Basic
    Halfling
    To Acquire:
    Dexterity
    Acrobatics. 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.
    Turtleback Ferry Card 10:
    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.

    Location #3: 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
    Waterfront Card 1:
    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.
    Waterfront Card 2:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.
    Waterfront Card 3:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Waterfront Card 4:
    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.
    Waterfront Card 5:
    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.
    Waterfront Card 6:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Waterfront 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.
    Waterfront Card 8:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Waterfront Card 9:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Waterfront Card 10:
    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.

    Location #4: Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Hayato/dinketry, None
    Fort Rannick Card 1:
    Merchant
    RotR
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.
    Fort Rannick Card 2:
    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.
    Fort Rannick Card 3:
    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.
    Fort Rannick Card 4:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Fort Rannick Card 5:
    Falling Bell
    RotR
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
    Fort Rannick Card 6:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    Fort Rannick Card 7:
    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.
    Fort Rannick Card 8:
    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.
    Fort Rannick Card 9:
    Deathbane Shield
    RotR
    Armor 2
    Traits:
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Fort Rannick Card 10:
    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.

    Location #5: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Yoon/eddiephlash, MotherMyrtle/Bigguyinblack, None
    General Store Card 1:
    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.
    General Store Card 2:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.
    General Store Card 3:
    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.
    General Store Card 4:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    General Store Card 5:
    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.

    Location #6: 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: Alahazra/Qronos, None
    Town Square Card 1:
    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 2:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Town Square 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.
    Town Square Card 4:
    Short Sword
    RotR
    Weapon B
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee 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.
    Town Square Card 5:
    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.
    Town Square Card 6:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.
    Town Square Card 7:
    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.
    Town Square Card 8:
    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.
    Town Square Card 9:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    Town Square Card 10:
    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.

    Location #7: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Shadow Clock Card 1:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Shadow Clock Card 2:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Shadow Clock Card 3:
    Carrionstorm
    RotR
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.
    Shadow Clock Card 4:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Shadow Clock Card 5:
    Guidance
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 2
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    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.
    Shadow Clock Card 8:
    Scythe +1
    RotR
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.
    Shadow Clock Card 9:
    Cultist
    RotR
    Monster C
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.
    Shadow Clock Card 10:
    Holy Water
    RotR
    Item B
    Traits:
    Basic
    Divine
    Liquid
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Discard this card to evade a bane with the Undead trait.
    Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
    Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

    Location #8: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Garrison Card 1:
    Leather Armor
    RotR
    Armor C
    Traits:
    Basic
    Light Armor
    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 proficient with light armors, bury it instead.
    Garrison Card 2:
    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.
    Garrison Card 3:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Garrison Card 4:
    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.
    Garrison 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.
    Garrison Card 6:
    Satyr
    RotR
    Monster C
    Traits:
    Basic
    Fey
    To Defeat:
    Dexterity
    Acrobatics 9
    All damage dealt by the Satyr is Mental damage that may not be reduced.
    Garrison Card 7:
    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.
    Garrison Card 8:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    Garrison Card 9:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    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.
    Garrison Card 10:
    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.


  • Oracle: Deck Handler

    Alahazra looks around the Town Square. Here we go again... I keep finding myself back in the same spaces, she thinks and begins her search.

    Free explore, encountering Town Square Card 1: Scorching Ray

    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.

    "Perhaps Seoni will appreciate this..." Alahazra says to herself, before turning to address her Researcher. "I'll need your help here, if you would? This is not my area."

    Int check 6. Recharge Researcher for 1d6 bonus; recharge Ruby of Charisma to roll Charisma Die: 1d6 + 1d12 ⇒ (3) + (8) = 11 Success!

    New spell locked in her mind, she continues on.

    Discard Blessing of the Spellbound to explore and encounter Town Square Card 2: Skinsaw Cultist

    Skinsaw Cultist:

    RotR
    Henchman 2
    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.

    More cultists? I am used to seeing the future, this feels like I'm stuck in the past.

    Combat 11 check. Recharge Pyrotechnic Blast; Recharge Blessing of the Spellbound: 2d12 + 2d4 + 2 + 2 + 2 ⇒ (6, 2) + (3, 2) + 2 + 2 + 2 = 19

    With the cultist overcome she takes the energy from her Find Traps spell, inverts it, and uses it to place a ward upon the town square, allowing herself a slight grin at how clever the gods are with the gifts they bestow.

    Banish Find Traps to close Town Square

    Recharge and Reset. Recharge Cure and draw Riftwarden according to closing rules.

    Recharge Pyrotechnic Blast: Divine 8: 1d12 + 2 + 2 ⇒ (11) + 2 + 2 = 15 Success!
    Recharge Researcher: Wisdom 6: 1d8 ⇒ 5Buried!

    "

    Alahazra wrote:

    Hand: Scorching Ray, Riftwarden, Blessing of the Spellbound 2, Blessing of the Gods 1, Binder's Tome, Life Drain, Holy Light,

    Displayed:
    Deck: 7 Discard: 1 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): Fire Snake, Blessing of the Gods 2, Cure, Magical Child, Ruby of Charisma, Pyrotechnic Blast, Blessing of the Spellbound 1
    Recharged:
    Discard Pile: Blessing of the Spellbound 3,
    Buried Pile: Researcher,

    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: none.

    Hayato reasons that perhaps the city guard will have a lead on who this Skinsaw Man might be, or at the very least they could relay details of some of the more recent murders. He heads for Fort Rannick to question some of the more senior officers.

    The hour is Blessing of the Gods.

    First (free) explore: Merchant. Discard Blessing of Sarenrae to bless. Diplomacy (7) Check, Blessed: 2d6 + 1 ⇒ (4, 5) + 1 = 10 SUCCESS! Acquired. Recharge Jinfu to explore again.

    Second explore: Scimitar. Melee (7) Check: 1d10 + 2 + 2 ⇒ (8) + 2 + 2 = 12 SUCCESS! Acquired. Discard Grizzled Mercenary to explore again.

    Third explore: Magic Shield. Banished as per Grizzled Mercenary. Discard Merchant to explore again.

    Fourth explore: Skinsaw Cultist. Use Katana +1. Melee (11) Check, 1st Combat: 1d10 + 2 + 2 + 1d8 + 1 + 1d6 ⇒ (3) + 2 + 2 + (4) + 1 + (2) = 14 SUCCESS! Banished. Could I ask for one of Yoon's Blessing of the Spellbounds, please? Strength (8) Check: 2d10 + 2 ⇒ (6, 10) + 2 = 18 SUCCESS! Location closed - now let's see if I have any allies in my discard pile...

    Grizzled Mercenary Scenario Wisdom (6) Check: 1d6 ⇒ 2 FAIL! Buried. Sigh.
    Merchant Scenario Wisdom (6) Check: 1d6 ⇒ 4 FAIL! Buried. Sigh.

    Fort Rannick Cards #1 and #2 acquired. Cards #3 and #4 banished. Location closed.

    Fortuitously, the samurai finds a helpful Tian merchant from Minkai within the fort. After the appropriate introductions, bows, and honorifics (and the gift of a keen curved blade from the merchant's stores to Hayato's belt), the entrepreneur points out a telltale Norgorber mask found within the personal quarters of one of the soldiers. Shocked that the corruption could run so thoroughly into the supposed lawkeepers of Fort Rannick, the samurai wastes no time in confronting the accused. The guardsman immediately throws himself from the walls of the fort to the flagstones of the city streets below, choosing suicide over revealing any knowledge of the cult. The fall of the soldier casts a pall upon the morning, and more than one wary citizen casts a hooded glance at Hayato as he exits the fortress, not convinced that the samurai didn't throw the solider over himself. For his part, the ronin feels even more disturbed about the cult's influence over Fort Rannick.

    Hayato wrote:

    Hand: Scimitar, Belkzen Battle Standard, Katana +1, Fireproof O-Yoroi,

    Displayed:
    Deck: 12 Discard: 1 Buried: 2
    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): Warhorse, Blessing of Gorum, Surgeon, Shieldsplitter Lance, Horn of Battle Clarity, Blessing of the Samurai 1, Earthbreaker (Core), Blessing of the Samurai 2, Gem of Physical Prowess, Champion's Do-Maru, Naginata
    Recharged: Jinfu,
    Discard Pile: Blessing of Sarenrae,
    Buried Pile: Grizzled Mercenary, Merchant,

    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: When you would discard or recharge an ally, succeed at a Wisdom or Perception 6 check or bury it instead.

    Additional Rules: When the Sihedron Appears - Unnerved. Display the Sihedron Medallion next to the blessings deck, then advance the blessings deck again. While the Sihedron Medallion is displayed, subtract 1 from each die rolled on checks against a villain or henchman.

    Scenario Level (#): 2

    Turn: 4, Yoon/eddiephlash

    Random Cards:

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

    Spoiler:
    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 Snake
    RotR
    Monster 1
    Traits:
    Aberration
    Basic
    To Defeat:
    Combat 8
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

    Spoiler:
    Goblin Cutpurse
    RotR
    Monster 1
    Traits:
    Basic
    Goblin
    Rogue
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

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

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

    Spoiler:
    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:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 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.

    Weapons
    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
    RotR
    Weapon C
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee 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:
    Light Crossbow
    RotR
    Weapon B
    Traits:
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Spoiler:
    Shortbow
    RotR
    Weapon C
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character 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:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 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:
    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:
    Mending
    RotR
    Spell C
    Traits:
    Arcane
    Basic
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

    Spoiler:
    Sanctuary
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    Mental
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
    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:
    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:
    Leather Armor
    RotR
    Armor B
    Traits:
    Basic
    Light Armor
    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 proficient with light armors, bury it 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:
    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:
    Hide Armor of Fire Resistance
    RotR
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Codex
    RotR
    Item B
    Traits:
    Basic
    Book
    To Acquire:
    Intelligence
    Knowledge 8
    Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

    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:
    Sage
    RotR
    Ally B
    Traits:
    Basic
    Human
    Sage
    To Acquire:
    Wisdom 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
    Discard this card to explore your location.

    Spoiler:
    Troubadour
    RotR
    Ally B
    Traits:
    Basic
    Halfling
    To Acquire:
    Dexterity
    Acrobatics. 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.

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

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

    Blessings
    Spoiler:
    Blessing of 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 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 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: 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 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 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 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 5 Hayato/dinketry:
    Spoiler:
    Hourglass Card 5 Hayato/dinketry
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 6 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.
    Hourglass Card 7 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 7 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 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 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 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 10 Alahazra/Qronos
    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 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
    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 13 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 13 Zonipticus Zonidu/Maelwys
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 14 Seoni/EmpTyger
    Blessing of Torag
    RotR
    Blessing B
    Traits:
    Divine
    Torag
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 MotherMyrtle/Bigguyinblack
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 16 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 16 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 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 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 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 19 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 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 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 22 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 22 Alahazra/Qronos
    Blessing of Gorum
    RotR
    Blessing C
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 23 Hayato/dinketry:
    Spoiler:
    Hourglass Card 23 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 24 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 24 Yoon/eddiephlash
    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 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 25 Zonipticus Zonidu/Maelwys
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 26 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 26 Seoni/EmpTyger
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 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: 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: Zonipticus Zonidu/Maelwys, Seoni/EmpTyger, None

    The Rusty Dragon Card 1:
    The Skinsaw Man
    RotR
    Villain 2
    Type: Monster
    Traits:
    Ghoul
    Rogue
    Undead
    To Defeat:
    Combat 14
    THEN Combat 16
    The Skinsaw Man is immune to the Mental and Poison traits.
    If there are no other characters at your location, the difficulty of checks to defeat the Skinsaw Man is increased by 1d4.
    If undefeated, reset your hand and end your turn.
    "You, and you alone, have brought this fearful harvest." --Your Lordship
    The Rusty Dragon Card 2:
    Crow
    RotR
    Ally C
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    Discard this card to explore your location.
    The Rusty Dragon Card 3:
    Ghoul
    RotR
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.
    The Rusty Dragon Card 4:
    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.
    The Rusty Dragon Card 5:
    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.
    The Rusty Dragon Card 6:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    The Rusty Dragon Card 7:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    The Rusty Dragon Card 8:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    The Rusty Dragon Card 9:
    Brodert Quink
    RotR
    Ally 2
    Traits:
    Human
    Sage
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Knowledge 7
    Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
    Discard this card to explore your location.
    The Rusty Dragon Card 10:
    Invisibility
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster.
    Discard this card to succeed at your Stealth check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Location #2: Turtleback Ferry
    At This Location: At the end of your turn, you may move.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Turtleback Ferry Card 1:
    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.
    Turtleback Ferry Card 2:
    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.
    Turtleback Ferry Card 3:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Turtleback Ferry Card 4:
    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.
    Turtleback Ferry 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.
    Turtleback Ferry 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.
    Turtleback Ferry Card 7:
    Sanctuary
    RotR
    Spell C
    Traits:
    Basic
    Divine
    Magic
    Mental
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
    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.
    Turtleback Ferry Card 8:
    Burglar
    RotR
    Ally C
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    Turtleback Ferry Card 9:
    Troubadour
    RotR
    Ally B
    Traits:
    Basic
    Halfling
    To Acquire:
    Dexterity
    Acrobatics. 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.
    Turtleback Ferry Card 10:
    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.

    Location #3: 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
    Waterfront Card 1:
    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.
    Waterfront Card 2:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.
    Waterfront Card 3:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Waterfront Card 4:
    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.
    Waterfront Card 5:
    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.
    Waterfront Card 6:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Waterfront 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.
    Waterfront Card 8:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Waterfront Card 9:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Waterfront Card 10:
    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.

    Location #4: Fort Rannick
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Hayato/dinketry, None

    Location #5: General Store
    At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Yoon/eddiephlash, MotherMyrtle/Bigguyinblack, None

    General Store Card 1:
    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.
    General Store Card 2:
    Potion of Glibness
    RotR
    Item B
    Traits:
    Alchemical
    Basic
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.
    General Store Card 3:
    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.
    General Store Card 4:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    General Store Card 5:
    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.

    Location #6: Town Square
    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 #7: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Shadow Clock Card 1:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Shadow Clock Card 2:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Shadow Clock Card 3:
    Carrionstorm
    RotR
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.
    Shadow Clock Card 4:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Shadow Clock Card 5:
    Guidance
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 2
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    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.
    Shadow Clock Card 8:
    Scythe +1
    RotR
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.
    Shadow Clock Card 9:
    Cultist
    RotR
    Monster C
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.
    Shadow Clock Card 10:
    Holy Water
    RotR
    Item B
    Traits:
    Basic
    Divine
    Liquid
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Discard this card to evade a bane with the Undead trait.
    Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
    Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

    Location #8: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Garrison Card 1:
    Leather Armor
    RotR
    Armor C
    Traits:
    Basic
    Light Armor
    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 proficient with light armors, bury it instead.
    Garrison Card 2:
    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.
    Garrison Card 3:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Garrison Card 4:
    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.
    Garrison 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.
    Garrison Card 6:
    Satyr
    RotR
    Monster C
    Traits:
    Basic
    Fey
    To Defeat:
    Dexterity
    Acrobatics 9
    All damage dealt by the Satyr is Mental damage that may not be reduced.
    Garrison Card 7:
    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.
    Garrison Card 8:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    Garrison Card 9:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    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.
    Garrison Card 10:
    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.


  • Mesmerist: Deck Handler

    Off turn, discard BotSpellbound for Hayato.

    Start turn. Hour is Calistria. Explore: Sling.
    Dex 5: 1d10 ⇒ 2 Banished

    Cast Locate Object: Potion of Glibness.
    Int 4: 1d6 ⇒ 3 Banished. Shuffle location

    Recharge Anathemic Volume to use discarded BotSpellbound to explore:
    Shuffled location: 1d3 + 2 ⇒ (2) + 2 = 4: Skinsaw Cultist. Reveal Phantom Shield for fort blast. Discard top of deck for fire: Blessing of the Gods
    so add an extra d4. [/ooc]
    Combat 11: 1d10 + 3 + 1d8 + 2d4 ⇒ (10) + 3 + (5) + (3, 3) = 24 Defeated!

    Attempt to close. Banish Spellbound 3. On closing add: 1d6 ⇒ 6 items to the location and acquire the top card. Will take from the randoms for mine: Potion of Ruggedness.

    End turn.

    Yoon attempts to recover all cards in her Recovery pile.
    Locate Object: Arcane 8: 1d8 + 1 ⇒ (5) + 1 = 6 -> Locate Object discarded.

    Yoon resets her hand, discarding the potion, drawing 4, then setting aside 3 discards, burying BotG2, and healing the rest.

    Yoon wrote:

    Hand: Phantom Shield, Psychokineticist, Searing Flesh, Spirit Surge, Gom-Gom, Riffle Scrolls,

    Displayed:
    Deck: 8 Discard: 0 Buried: 2
    Current Location: General Store
    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, Blessing of the Gods 1, Blessing of the Spellbound 2, Anathemic Volume, Potion of Ruggedness, Quarterstaff of Vaulting, Locate Object, Sign of the Pack
    Recharged:
    Discard Pile:
    Buried Pile: Blessing of the Spellbound 1, Blessing of the Gods 2,

    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 5, under the Blessing of the Gods
    Display Targ at the Rusty Dragon.
    Draw and display random Spell (Sleep), Item (Potion of Ruggedness), Ally (Cyrdak Drokkus), and Blessing (Blessing of Abadar) on Targ
    Cast (bury) Charm Person to draw a new Diplomacy ally (Sage)

    Twozee, Targ, and Seoni head into the Rusty Dragon, keen to make new friends in this little town.

    Free Exploration - Rusty Dragon #1: The Skinsaw Man
    Discard top card of deck (Magic Eye) to evade and 'let' Seoni fight him instead.

    Upon entering, Twozee immediately notices that the tavern is completely barren of people. Well... living people at least. Standing in the middle of the tavern is an undead ghoul, the "hero" of which the cult speaks. Realizing that he's currently entirely unarmed, thinking that he was coming in for a few drinks and a nice conversation, Twozee immediately grabs Targ by the arm and does a 180, ducking quickly back out the door to let the sorcerer go first.

    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: When you would discard or recharge an ally, succeed at a Wisdom or Perception 6 check or bury it instead.

    Additional Rules: When the Sihedron Appears - Unnerved. Display the Sihedron Medallion next to the blessings deck, then advance the blessings deck again. While the Sihedron Medallion is displayed, subtract 1 from each die rolled on checks against a villain or henchman.

    Scenario Level (#): 2

    Turn: 5, Zonipticus Zonidu/Maelwys

    Random Cards:

    Monsters
    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.

    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:
    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:
    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:
    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:
    Trapped Passageway
    RotR
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

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

    Spoiler:
    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:
    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:
    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:
    Quarterstaff
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Spoiler:
    Longsword
    RotR
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 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:
    Longsword
    RotR
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 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:
    Longspear
    RotR
    Weapon B
    Traits:
    2-Handed
    Basic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 5
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

    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


    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:
    Inflict
    RotR
    Spell B
    Traits:
    Attack
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 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:
    Invisibility
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster.
    Discard this card to succeed at your Stealth check.
    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:
    Sleep
    RotR
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Armors
    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:
    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 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:
    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:
    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:
    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:
    Thieves' Tools
    RotR
    Item B
    Traits:
    Basic
    Tool
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding 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:
    Potion of Vision
    RotR
    Item C
    Traits:
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and chose a character at your location to succeed at a Perception check.

    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:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.

    Spoiler:
    Burglar
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.

    Spoiler:
    Guide
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

    Spoiler:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    Spoiler:
    Guard
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution
    Fortitude 4
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

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

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

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

    Current Hour:

    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 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 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 Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 4 Hayato/dinketry:
    Spoiler:
    Hourglass Card 4 Hayato/dinketry
    Blessing of Erastil
    RotR
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 5 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.
    Hourglass Card 6 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 6 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 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 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 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 9 Alahazra/Qronos
    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 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
    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 12 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 12 Zonipticus Zonidu/Maelwys
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 Seoni/EmpTyger
    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 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/Bigguyinblack
    Blessing of Gorum
    RotR
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 15 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 15 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 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 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 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 18 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 19 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 19 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 20 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 MotherMyrtle/Bigguyinblack
    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 21 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 21 Alahazra/Qronos
    Blessing of Gorum
    RotR
    Blessing C
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 22 Hayato/dinketry:
    Spoiler:
    Hourglass Card 22 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 23 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 23 Yoon/eddiephlash
    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 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 24 Zonipticus Zonidu/Maelwys
    Blessing of Calistria
    RotR
    Blessing B
    Traits:
    Divine
    Calistria
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Hourglass Card 25 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 25 Seoni/EmpTyger
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 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: 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: Zonipticus Zonidu/Maelwys, Seoni/EmpTyger, None

    The Rusty Dragon Card 1 (The Skinsaw Man):
    The Skinsaw Man
    RotR
    Villain 2
    Type: Monster
    Traits:
    Ghoul
    Rogue
    Undead
    To Defeat:
    Combat 14
    THEN Combat 16
    The Skinsaw Man is immune to the Mental and Poison traits.
    If there are no other characters at your location, the difficulty of checks to defeat the Skinsaw Man is increased by 1d4.
    If undefeated, reset your hand and end your turn.
    "You, and you alone, have brought this fearful harvest." --Your Lordship
    The Rusty Dragon Card 2:
    Crow
    RotR
    Ally C
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    Discard this card to explore your location.
    The Rusty Dragon Card 3:
    Ghoul
    RotR
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.
    The Rusty Dragon Card 4:
    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.
    The Rusty Dragon Card 5:
    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.
    The Rusty Dragon Card 6:
    Warlord
    RotR
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.
    The Rusty Dragon Card 7:
    Skinsaw Ritual
    RotR
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
    The Rusty Dragon Card 8:
    Night Watch
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.
    The Rusty Dragon Card 9:
    Brodert Quink
    RotR
    Ally 2
    Traits:
    Human
    Sage
    To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Knowledge 7
    Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
    Discard this card to explore your location.
    The Rusty Dragon Card 10:
    Invisibility
    RotR
    Spell B
    Traits:
    Arcane
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster.
    Discard this card to succeed at your Stealth check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Location #2: Turtleback Ferry
    At This Location: At the end of your turn, you may move.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw a random item from the box.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Turtleback Ferry Card 1:
    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.
    Turtleback Ferry Card 2:
    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.
    Turtleback Ferry Card 3:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Turtleback Ferry Card 4:
    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.
    Turtleback Ferry 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.
    Turtleback Ferry 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.
    Turtleback Ferry Card 7:
    Sanctuary
    RotR
    Spell C
    Traits:
    Basic
    Divine
    Magic
    Mental
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
    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.
    Turtleback Ferry Card 8:
    Burglar
    RotR
    Ally C
    Traits:
    Basic
    Human
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.
    Turtleback Ferry Card 9:
    Troubadour
    RotR
    Ally B
    Traits:
    Basic
    Halfling
    To Acquire:
    Dexterity
    Acrobatics. 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.
    Turtleback Ferry Card 10:
    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.

    Location #3: 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
    Waterfront Card 1:
    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.
    Waterfront Card 2:
    Standard Bearer
    RotR
    Ally B
    Traits:
    Basic
    Human
    To Acquire:
    Constitution 7
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.
    Waterfront Card 3:
    Ghost
    RotR
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    Waterfront Card 4:
    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.
    Waterfront Card 5:
    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.
    Waterfront Card 6:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Waterfront 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.
    Waterfront Card 8:
    Sneak
    RotR
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
    Waterfront Card 9:
    Goblin Raid
    RotR
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Waterfront Card 10:
    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.

    Location #4: Fort Rannick
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Hayato/dinketry, None

    Location #5: General Store
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 5 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/eddiephlash, MotherMyrtle/Bigguyinblack, None

    General Store Card 1:
    Potion of Ruggedness
    RotR
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.
    General Store Card 2:
    Holy Water
    RotR
    Item B
    Traits:
    Basic
    Divine
    Liquid
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Discard this card to evade a bane with the Undead trait.
    Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
    Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
    General Store Card 3:
    Caltrops
    RotR
    Item B
    Traits:
    Basic
    Object
    To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
    General Store Card 4:
    Cloak of Elvenkind
    RotR
    Item 2
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 5
    Reveal this card to add 1d6 to your Stealth check.
    Recharge this card to succeed at your Stealth check.
    General Store Card 5:
    Amulet of Life
    RotR
    Item B
    Traits:
    Accessory
    Basic
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

    Location #6: Town Square
    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 #7: Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Shadow Clock Card 1:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Shadow Clock Card 2:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Shadow Clock Card 3:
    Carrionstorm
    RotR
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.
    Shadow Clock Card 4:
    Zombie Horde
    RotR
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
    Shadow Clock Card 5:
    Guidance
    RotR
    Spell B
    Traits:
    Basic
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 2
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.
    Shadow Clock Card 6:
    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.
    Shadow Clock Card 7:
    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.
    Shadow Clock Card 8:
    Scythe +1
    RotR
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.
    Shadow Clock Card 9:
    Cultist
    RotR
    Monster C
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.
    Shadow Clock Card 10:
    Holy Water
    RotR
    Item B
    Traits:
    Basic
    Divine
    Liquid
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Discard this card to evade a bane with the Undead trait.
    Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
    Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

    Location #8: Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Garrison Card 1:
    Leather Armor
    RotR
    Armor C
    Traits:
    Basic
    Light Armor
    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 proficient with light armors, bury it instead.
    Garrison Card 2:
    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.
    Garrison Card 3:
    Skinsaw Cultist
    RotR
    Henchman 2
    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.
    Garrison Card 4:
    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.
    Garrison 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.
    Garrison Card 6:
    Satyr
    RotR
    Monster C
    Traits:
    Basic
    Fey
    To Defeat:
    Dexterity
    Acrobatics 9
    All damage dealt by the Satyr is Mental damage that may not be reduced.
    Garrison Card 7:
    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.
    Garrison Card 8:
    Mace
    RotR
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    Garrison Card 9:
    Chain Mail
    RotR
    Armor B
    Traits:
    Basic
    Heavy Armor
    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.
    Garrison Card 10:
    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.

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