[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

Hayato the Sorcerer (just kidding)

Off-turn updates: none

Hearing a cry for help from the town square, the samurai hustles in that direction. He finds the sight-challenged Alahazra pointing at a highly-unstable overhead threshold to a disused tower that she's trying to enter. "I'm here to assist!" Hayato announces.

The hour is Blessing of Erastil.

First (free) explore: Collapsing Ceiling. I'd like Twozees' Blessing of Abadar for this, kindly. Fortitude (8+2) Check, Blessed x2: 3d8 + 2 ⇒ (4, 5, 3) + 2 = 14 SUCCESS! Banished. End turn.

"I've got it, Alahazra!" Hayato calls out. "Go ahead on in."

Shadow Clock Card #1 banished.
Twozees discards [b]Blessing of Abadar - thanks.

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): Blessing of the Samurai 2, Shieldsplitter Lance, Blessing of Gorum, Gem of Physical Prowess, Champion's Do-Maru, Surgeon, Blessing of the Samurai 1, Warhorse, Horn of Battle Clarity, Naginata, Earthbreaker (Core)
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).


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Off-turn stuff
Seoni's Turn: Discard Blessing of Milani
Myrtle's Turn: Reload Leech
Hayato's Turn: Discard The Paladin (I don't have Abadar available, it's still on Targ and I haven't grabbed it yet; You clocked Abadar at +2d8, Paladin instead is +1d8+1d8+4, so should still work)

Zonipticus Zonidu wrote:

Hand: Cure, Quilted Cloth Armor, Troubadour (Core),

Displayed: Targ, Targ: Sleep (0), Targ: Potion of Ruggedness (1), Targ: Cyrdak Drokkus (1), Targ: Blessing of Abadar (2),
Deck: 9 Discard: 3 Buried: 2
Hero Points: 1
NOTES:
Available Support: Any Local Non-Combat Check: Recharge Troubadour for +1d8
Need Healing? I've got Cure

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: Leech,
Middle of Deck (Unknown Order): Deathbane Light Crossbow +1, Fox (Core), Noble Brat, Flame Staff (Core), Mist Horn (Core), Good Omen (Core), Aid (Core), Cat (Core)
Recharged:
Discard Pile: Magic Eye, Blessing of Milani, The Paladin,
Buried Pile: Charm Person (Core), Sage,

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: 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: 10, Yoon/eddiephlash

    Random Cards:

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

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

    Spoiler:
    Dance With Squealy Nord
    RotR
    Barrier P
    Traits:
    Animal
    Elite
    Obstacle
    To Defeat:
    Wisdom
    Survival 9
    OR Combat 18
    If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
    If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
    "Piggy, piggy, piggy, pig!
    Hard to ride when they get big!
    So catch yourself a piggy pup,
    And ride him till the sun comes up!" - Goblin lullaby


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

    Spoiler:
    Warhammer
    RotR
    Weapon 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:
    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:
    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.

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

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

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

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

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

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

    Spoiler:
    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.

    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:
    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:
    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:
    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.

    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.

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

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

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

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

    Spoiler:
    Blessing of 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: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 1 Zonipticus Zonidu/Maelwys
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 2 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 2 Seoni/EmpTyger
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 MotherMyrtle/Bigguyinblack
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 4 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 the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 6 Yoon/eddiephlash
    Blessing of Lamashtu
    RotR
    Blessing 1
    Traits:
    Divine
    Lamashtu
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 7 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 7 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 8 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 8 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 9 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 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 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 Irori
    RotR
    Blessing B
    Traits:
    Divine
    Irori
    To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Hourglass Card 12 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 12 Yoon/eddiephlash
    Blessing of Pharasma
    RotR
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 13 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 14 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 14 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 15 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 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 16 Alahazra/Qronos:
    Spoiler:
    Hourglass Card 16 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 17 Hayato/dinketry:
    Spoiler:
    Hourglass Card 17 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 18 Yoon/eddiephlash:
    Spoiler:
    Hourglass Card 18 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 19 Zonipticus Zonidu/Maelwys:
    Spoiler:
    Hourglass Card 19 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 20 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 20 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 21 MotherMyrtle/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 MotherMyrtle/Bigguyinblack
    Blessing of Abadar
    RotR
    Blessing 2
    Traits:
    Abadar
    Divine
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Location #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: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Zonipticus Zonidu/Maelwys, MotherMyrtle/Bigguyinblack, None

    Turtleback Ferry Card 1:
    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 2:
    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
    Turtleback Ferry Card 3:
    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 4:
    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 5:
    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 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:
    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.

    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: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Seoni/EmpTyger, None
    Waterfront Card 1:
    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 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:
    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.
    Waterfront Card 5:
    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 6:
    Grizzled Mercenary
    RotR
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.
    Waterfront Card 7:
    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 8:
    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 9:
    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 10:
    Blessing of Iomedae
    RotR
    Blessing B
    Traits:
    Divine
    Iomedae
    To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Location #4: Fort Rannick
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: 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, 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: 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: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Hayato/dinketry, Alahazra/Qronos, None

    Shadow Clock Card 1:
    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 2:
    Blessing of the Gods
    RotR
    Blessing B
    Traits:
    Basic
    Divine
    To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Shadow Clock 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.
    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:
    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.
    Shadow Clock Card 6:
    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 7:
    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 8:
    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 9:
    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.

    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 ?: 2
    Located/Displayed Here: None
    Garrison Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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 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:
    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.
    Garrison Card 9:
    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.
    Garrison Card 10:
    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 11:
    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.


  • Mesmerist: Deck Handler

    Start turn. Hour is BotG. Move to Waterfront. Display Riffle Scrolls. Explore: Goblin Raid. Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
    Will pause here to let others know they can start processing this.


    Mesmerist: Deck Handler

    For my raider encounter, Spirit Surge to draw 3 cards: Blessing of the Spellbound 2, Anathemic Volume, Elemental Ascetic. For combat, reveal Searing Flesh and Gom-Gom.
    Combat 8: 1d10 + 3 + 1d8 + 1d4 ⇒ (8) + 3 + (2) + (1) = 14 Defeated!

    Discard Spellbound to explore: Standard Bearer.
    Con 7: 1d10 + 1 ⇒ (3) + 1 = 4 Banished

    Recharge Anathemic Volume ot use Spellbound to explore again: Ghost. For combat, reveal Searing Flesh and Gom-Gom.
    Combat 12: 1d10 + 3 + 1d8 + 1d4 ⇒ (3) + 3 + (6) + (4) = 16 Defeated!

    End turn. Spirid surge deals 1 irreducible, discard Elemental Ascetic. Display Spirit Surge with Riffle Scrolls. Reset hand, drawing 2.

    Yoon wrote:

    Hand: Phantom Shield, Searing Flesh, Gom-Gom, Psychokineticist, Quarterstaff of Vaulting, Potion of Ruggedness,

    Displayed: Riffle Scrolls, Spirit Surge,
    Deck: 4 Discard: 1 Buried: 3
    Current Location: Waterfront
    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 1, Sign of the Pack, Locate Object
    Recharged: Anathemic Volume,
    Discard Pile: Elemental Ascetic,
    Buried Pile: Blessing of the Spellbound 1, Blessing of the Gods 2, Blessing of the Spellbound 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.


    deck handler

    combat 8 vs Goblin Henchman casting Sonic Blast: 1d12 + 1d4 + 2d6 + 2 ⇒ (10) + (3) + (3, 1) + 2 = 19

    Grand Lodge

    Hayato the Sorcerer (just kidding)

    Display Belkzen Battle Standard (+1 to all local combats). Using Katana +1.

    Goblin Raider (8) Check: 1d10 + 2 + 2 + 1d8 + 1 ⇒ (7) + 2 + 2 + (6) + 1 = 18 SUCCESS!


    Female Human Sorcerer Deck Handler

    (During Yoon’s turn)
    Goblin Raid: Summoning Goblin Raider

    Goblin Raider:
    Monster Henchman 1
    Traits:
    Goblin

    To Defeat:
Combat 8
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.


    Discarding Heavy Pick +1 as an Attack Fire Magic spell
    Combat 8: 1d12 + 4 + 1d6 + 1 ⇒ (10) + 4 + (3) + 1 = 18
    Goblin Raider is banished

    A quick firebolt took out one of the goblins chasing Yoon.

    Seoni wrote:

    Hand: Riftwarden, Blessing of Pharasma B2 (discard to bless/double bless if spell is cast), Cape of Escape, Blessing of the Spellbound (discard to bless/recharge to bless Arcane/Divine), Blessing of Pharasma B1 (discard to bless/double bless if spell is cast),

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    Notes:
    Ask before using: Blessing of the Spellbound; 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


    Off-turn stuff
    During Yoon's turn, encounter Bandit Henchman
    Display Quilted Cloth Armor.
    Targ banishes Sleep for +1d4+2.
    Check to Defeat - Combat 8: 1d4 + 1d4 + 2 ⇒ (3) + (2) + 2 = 7 - Failed. Recharge Quilted Cloth Armor to reduce damage by 1 (to 0). No items or weapons in discards to bury.

    Seeing the bandit running towards him, Twozee quickly ducks behind his large friend Targ. Fortunately, Targ manages to block the majority of the blows, only letting one glancing blow slip through and damage his armor.

    Turn 11, under the Blessing of the Gods
    Instead of my exploration, display Troubadour on Targ to draw Blessing of Abadar into hand.
    Cast Cure to heal myself: 1d4 + 1 ⇒ (1) + 1 = 2 cards (Blessing of Milani, The Paladin). Deck shuffled.
    Check to Recover: Cure - Divine 8: 1d10 + 4 ⇒ (2) + 4 = 6 - Failed, discarded.
    Draw 5 cards to reset my hand and end my turn.

    Zonipticus Zonidu wrote:

    Hand: Deathbane Light Crossbow +1, Good Omen (Core), Flame Staff (Core), Cat (Core), Blessing of Abadar, Blessing of Milani,

    Displayed: Targ, Targ: Potion of Ruggedness (1), Targ: Cyrdak Drokkus (1), Targ: Troubadour,
    Deck: 8 Discard: 2 Buried: 2
    Hero Points: 1
    NOTES:
    Available Support: Any Local Non-Combat Check: Recharge Cat for +1d8
    Non-Combat Dex/Wis: Discard Blessing of Milani to bless twice.
    Barrier Check: Discard Blessing of Abadar to bless twice.
    Check to Acquire/Close/Guard: Recovery Good Omen for +1d6+2
    Any Local Non-Combat Check: Reload Flame Staff/Cat for +1d4
    Movement: If my location closes, I'll recharge the next card on my reload list to move to the most populated location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mist Horn (Core), Quilted Cloth Armor, Leech, Fox (Core), Aid (Core), Troubadour (Core), The Paladin, Noble Brat
    Recharged:
    Discard Pile: Magic Eye, Cure,
    Buried Pile: Charm Person (Core), Sage,

    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

    Mother Myrtle attempts to recover all cards in their Recovery pile.
    Sonic Blast: Arcane 10: 1d12 + 1d4 + 2 ⇒ (9) + (3) + 2 = 14 -> Sonic Blast recharged.


    Female Human Sorcerer Deck Handler

    Hourglass 2: Gods o'clock
    Exploring Waterfront 4: Spyglass

    Spyglass:
    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.

    WIS 4: 1d6 ⇒ 5
    Spyglass is acquired
    Seoni thought she spotted a suspicious figure at the end of the pier. She borrowed a spyglass to take a closer look.

    Banishing Riftwarden to recovery to explore Waterfront 5: Skinsaw Cultist

    Skinsaw Cultist:
    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.

    Discarding Spyglass as an Attack Fire Magic spell, discarding Blessing of Pharasma
    Combat 11: 3d12 + 4 + 1d6 + 1 ⇒ (10, 6, 5) + 4 + (4) + 1 = 30
    Skinsaw Cultist is banished.
    Closing Waterfront: Summoning Bandit

    Bandit:
    Monster Henchman B
    Traits:
    Human
    Bandit
    To Defeat: 
Combat 8
    Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.

    Bandit: Recharging Blessing of Pharasma
    Discarding Cape of Escape as an Attack Fire Magic spell, recharging Blessing of the Spellbound
    Combat 8: 2d12 + 4 + 1d6 + 1 ⇒ (2, 12) + 4 + (2) + 1 = 21
    Bandit is banished. Waterfront is closed.
    Waterfront: Seoni has no cards in hand. Yoon must discard a card

    Seoni heard a scream. She looked up and Timolan was gone! There was no time to waste. The sorcerer unleashed a salvo of 5 firebolts that collapsed the entire end of the pier, sending the cultist bandit plunging into the icy water.
    She realized belatedly that she probably should have warned Yoon first.

    Ending turn. Recovery:
    WIS 6: 1d6 ⇒ 2
    Riftwarden is buried
    Resetting hand

    Seoni hoped she could find Timolan in time.

    Seoni wrote:

    Hand: Surgeon (recharge to heal 1 local), Cleric of Nethys, Life Drain, Fire Snake, Mirror Image, Binder's Tome (reveal for +1d4 and Mental to local CHA/combat),

    Displayed:
    Deck: 4 Discard: 7 Buried: 1
    Notes:
    Ask before using: Surgeon
    Can use without asking: 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:
    Waterfront 4 is acquired.
    Waterfront 5 is banished.
    Waterfront is closed.
    Yoon discards a card.


    Mesmerist: Deck Handler

    Off turn, waterfront closes. Discard Potion of Ruggedness.


    deck handler

    Blessing of Lamashtu in effect.

    Turtleback Ferry Card 1: 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.

    Ask ZZ to reload a card.

    charisma 6 aided by ZZ: 1d6 + 1d4 ⇒ (2) + (4) = 6

    Discard Troubadour to explore.

    bury Troubadour?: 1d12 + 2 ⇒ (2) + 2 = 4

    Turtleback Ferry Card 2: 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

    Need guard checks.

    Grand Lodge

    Hayato the Sorcerer (just kidding)

    Off-turn: guard check. I have no ally to banish. FAIL!


    Oracle: Deck Handler

    Off turn actions

    Alahazra, settled into her meditations, hears a commotion. A raider is scurrying up the clock. Eyes still closed, she sends a gout of holy fire in the direction of the noise.

    combat 8, Recharging Holy Light: 1d12 + 2 + 2 + 2 + 2d4 ⇒ (3) + 2 + 2 + 2 + (3, 4) = 16

    The goblin vaporized, she takes a steadying breath and resumes her concentration. Suddenly a larger event breaks her concentration. Somewhere, her allies engage a dangerous enemy. She senses that she could help, but looking to her Riftwarden, she finds the price too high. Not today, my friend. Your work is not done.

    Goblin Raider banished. Guard check skipped - the Shadow Clock remains open

    Recharge Holy Light. Reveal Binder's tome: 1d12 + 2 + 2 + 1d4 ⇒ (4) + 2 + 2 + (3) = 11 Success!

    Alahazra wrote:

    Hand: Scorching Ray, Riftwarden, Fire Snake, Blessing of the Gods 2, Binder's Tome, Blessing of the Spellbound 1,

    Displayed:
    Deck: 9 Discard: 0 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): Blessing of the Gods 1, Pyrotechnic Blast, Blessing of the Spellbound 3, Holy Light, Life Drain, Ruby of Charisma, Magical Child, Blessing of the Spellbound 2, Cure
    Recharged:
    Discard Pile:
    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

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