Hayato - Dinketry |
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.
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.
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Heavy Armors and Weapons
POWERS:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your ([X] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Zontipicus Zonidu - Maelwys |
1 person marked this as a favorite. |
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)
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 CureMovement: If my location closes, I'll recharge the next card on my reload list to move to the most populated location
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:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When you encounter a monster and there is another local character, you may discard a card from the top of your deck (☐ or reload a card), to evade it; that character encounters it.
On a local character's non-combat check, you may reload a card to add 1d4, or discard a card from the top of your deck (☑ or recharge an ally) to add 1d8.
Once per turn you may recharge a card to draw a card, then you may move to another location.
Targ:
Display at your location, and draw 4 new boons of different types and display them on this card. While displayed:
• When you move, display this card and any of its displayed boons at your new location.
• On a local character’s check, banish a displayed boon to add 1d4+ #.
• Instead of your first exploration on a turn, display a boon on this card to draw one that is displayed.
At the end of the scenario, draw any boons still displayed on this card.
BR Dinketry |
During This Adventure:
After you begin The Crash of Boulders, when you would banish a bane with the Basic trait, remove it from the game; when you would banish a boon with the Basic trait, you may remove it from the game. After you begin Wizard Convocation, do the same for cards with the Elite trait.
To build the blessings deck for each scenario in this adventure:
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
Monsters
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.
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.
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
RotR
Monster 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.
RotR
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Barriers
RotR
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
WisdomPerceptionDexterityAcrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
RotR
Barrier C
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
RotR
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
RotR
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby
Weapons
RotR
Weapon C
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.
RotR
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
RotR
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
RotR
Weapon 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.
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
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.
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.
RotR
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
RotR
Spell C
Traits:
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
RotR
Spell 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
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor C
Traits:
Elite
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
Armor B
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
RotR
Armor P
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.
Items
RotR
Item B
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
RotR
Item 1
Traits:
Arcane
Magic
Wand
To Acquire:
Intelligence
Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Item B
Traits:
Alchemical
Healing
Liquid
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
RotR
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand
To Acquire:
Intelligence
Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Allies
RotR
Ally 1
Traits:
Animal
Arcane
To Acquire:
Wisdom
Survival
Intelligence
Arcane 7
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
RotR
Ally C
Traits:
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.
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.
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.
RotR
Ally B
Traits:
Elite
Human
To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Blessings
RotR
Blessing 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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
RotR
Blessing B
Traits:
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:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Lamashtu
RotR
Blessing 1
Traits:
Divine
Lamashtu
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of 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.
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.
Blessing of Gorum
RotR
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
RotR
Blessing B
Traits:
Divine
Irori
To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of 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.
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.
Blessing of the Gods
RotR
Blessing C
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Gorum
RotR
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
RotR
Blessing B
Traits:
Divine
Shelyn
To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
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.
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
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.
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
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.
RotR
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand
To Acquire:
Intelligence
Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
RotR
Monster C
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
RotR
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.
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
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.
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.
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.
RotR
Item C
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
RotR
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.
RotR
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
RotR
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
RotR
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
RotR
Monster C
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
RotR
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
RotR
Item 1
Traits:
Alchemical
Elite
Liquid
To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
RotR
Item B
Traits:
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.
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.
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.
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
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.
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
RotR
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.
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.
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.
RotR
Armor B
Traits:
Elite
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
RotR
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.
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.
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
RotR
Ally 1
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 7
OR Charisma
Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
RotR
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.
RotR
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
RotR
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.
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.
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.
RotR
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
RotR
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
RotR
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.
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.
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.
Yoon The Eternal |
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.
Yoon The Eternal |
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.
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
Middle of Deck (Unknown Order): Blessing of the Gods 1, Sign of the Pack, Locate Object
Recharged: Anathemic Volume,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobaitcs: Dexterity +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Charisma +0
Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
Mythic Mother Myrtle |
combat 8 vs Goblin Henchman casting Sonic Blast: 1d12 + 1d4 + 2d6 + 2 ⇒ (10) + (3) + (3, 1) + 2 = 19
Hayato - Dinketry |
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!
Seoni RotR-EmpTyger |
(During Yoon’s turn)
Goblin Raid: Summoning Goblin Raider
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.
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
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
Zontipicus Zonidu - Maelwys |
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.
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
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:
Buried Pile:
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane, Divine, Instrument
POWERS:
When you encounter a monster and there is another local character, you may discard a card from the top of your deck (☐ or reload a card), to evade it; that character encounters it.
On a local character's non-combat check, you may reload a card to add 1d4, or discard a card from the top of your deck (☑ or recharge an ally) to add 1d8.
Once per turn you may recharge a card to draw a card, then you may move to another location.
Targ:
Display at your location, and draw 4 new boons of different types and display them on this card. While displayed:
• When you move, display this card and any of its displayed boons at your new location.
• On a local character’s check, banish a displayed boon to add 1d4+ #.
• Instead of your first exploration on a turn, display a boon on this card to draw one that is displayed.
At the end of the scenario, draw any boons still displayed on this card.
Mythic Mother Myrtle |
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.
Seoni RotR-EmpTyger |
Hourglass 2: Gods o'clock
Exploring Waterfront 4: Spyglass
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
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
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.
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
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.
Mythic Mother Myrtle |
Blessing of Lamashtu in effect.
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
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.
Alahazra - Q |
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!
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!
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:
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