(Resuming turn)
Exploring Junk Beach 3: The Black Monk
The Black Monk:
RotR
Villain 4
Type: Monster
Traits:
Monk
Mummy
Undead
To Defeat:
Combat 20
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.
(During guarding)
Recharging Sihedron Medallion to recharge Blessing of Gozreh
Mavaro banishes a Basic card
Black Monk: Celeste cannot make a CON/Fortitude 12 check
Banishing Wand of Flame to recovery and discarding Scorching Ray. Harsk recharges a Bow and fires an arrow. Oloch recharges Blessing of Gorum matching hour. Combat 20+4=24:2d6 + 4d6 + 1d10 + 4 + 1d4 + 1d4 ⇒ (6, 6) + (5, 5, 1, 1) + (2) + 4 + (2) + (1) = 33
The Black Monk is banished
Today’s Horoscope: When the moon is in Gorum, the darkness nears, but during the eclipse, flames can illuminate the blackness. Look through a ranger’s glass scope to line up the perfect shots. The conjunction of Gozreh in the 7th house offers swiftness. Even a merchant who will trade in exotic goods still needs to buy basic occult supplies.
Hourglass 5: Gorum o'clock
Recharging Acadamae Scholar to examine General Store 2: Giantbane Dagger +1
Giantbane Dagger +1:
RotR
Weapon 4
Traits:
Knife
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 recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Moving to Junk Beach
Banishing Augury for monsters to recovery to examine Junk Beach 1: Mercenary, Junk Beach 2: Potion of Ruggedness, Junk Beach 3: The Black Monk
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.
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.
The Black Monk:
RotR
Villain 4
Type: Monster
Traits:
Monk
Mummy
Undead
To Defeat:
Combat 20
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.
Augury: Shuffling Potion of Ruggedness into Junk Beach. Reloading The Black Monk and Mercenary into Junk Beach
(Pausing to discuss whether to go for the villain, and if so for guarding checks)
Hourglass: Sarenrae o'clock
Recharging Scorching Ray to examine Warrens 1: Shortspear +3
Shortspear +3:
RotR
Weapon 4
Traits:
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Exploring Desecrated Vault 1: Staff of Heaven and Earth
Staff of Heaven and Earth:
RotR
Item 4
Traits:
Magic
Staff
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Recharging Shy Ratani
Arcane 8:1d10 + 4 + 1d8 ⇒ (3) + 4 + (8) = 15
Staff of Heaven and Earth is acquired
Discarding Blessing of the Gods to explore Desecrated Vault 2: Goblin Commando
Goblin Commando:
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Discarding Staff of Heaven and Earth for 1 Ranged Combat damage
Banishing Life Drain to recovery
Combat 9:1d10 + 4 + 2d4 ⇒ (3) + 4 + (4, 1) = 12
Life Drain: Staff of Heaven and Earth is healed
Goblin Commando is banished
Discarding Blessing of Pharasma to explore Desecrated Vault 3: Undead Poisoner
Undead Poisoner:
Henchman 4
Type: Monster
Traits:
Rogue
Undead
To Defeat:
Combat 18
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.
Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.
If the check to defeat has the Piercing trait, subtract 3.
If defeated, you may immediately attempt to close the location this henchman came from.
Oloch recharges Blessing of Sarenrae matching hour CON 9:3d6 ⇒ (5, 3, 6) = 14
Displaying and banishing Aqueous Orb to recovery. Harsk fires an arrow Combat 18:1d10 + 4 + 3d6 + 1d4 ⇒ (6) + 4 + (3, 3, 1) + (4) = 21 Desecrated:1d6 ⇒ 6
Undead Poisoner is banished
Closing Desecrated Vault: Harsk discards Blessing of Lamashtu WIS 6:2d6 ⇒ (4, 5) = 9
Desecrated Vault is closed
Ending turn. Recharging Fiery Glare to examine General Store 1: Deathbane Light Crossbow +1
Deathbane Light Crossbow +1:
RotR
Weapon C
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
Recovery: Life Drain, Aqueous Orb are recharged.
Resetting hand
Today's Horoscope: When the moon is in Sarenrae, the heavens and earth align for the lucky. Goblin arrows are healed by magic. Dwarven arrows help to keep dead away, but a better antidote is available while Sarenrae intersects a water aspect. The minor eclipse of Lamashtu brings an end to desecration.
Melee weapons will be made in the warrens.
Ranged weapons will be bought in the stores.
Displayed: Deck: 11 Discard: 2 Buried: 0
Notes: Ask before using: Blessing of the Starsong to reroll
Can use without asking: Blessing of the Starsong to bless; Blessing of the Starsong to reroll villain/henchman/closing/Boon 4; Blessing of Gozreh
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([X] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 6
Summary:
Desecrated Vault 1 is acquired.
Desecrated Vault 2, 3 are banished.
Desecrated Vault is closed.
General Store 1 is examined (Deathbane Light Crossbow +1).
Warrens 1 is examined (Shortspear +3).
Harsk recharges a card.
Harsk discards Blessing of Lamashtu.
Oloch recharges Blessing of Sarenrae.
Hero Point: Card Feat: 5 blessings (taking Blessing B of the Gods)
Upgrading Item B Sage's Journal into Item 4 Necklace of Fireballs
Replacing Necklace of Fireballs with Loot Item Sihedron Medallion
Starting at Desecrated Vault
Celeste noticed a strand of red gems, and she slipped her neck through. "The orbs burn bright," she observed with a sigh. "Even though nothing burns so bright as the moon above." The sky would be waiting for her when she emerged, but in the meantime, there was so much of value to claim within this unholy vault.
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([X] or any boon) to recharge the blessing instead of discarding it.
(During Mavaro's turn)
Banishing Wand of Enervation to recovery to offset the +4 Ambush penalty
Difficulty decrease:-1d4 - 4 ⇒ -(1) - 4 = -5
Mavaro's Stone Giant Combat difficulty was reduced by -5, so it was still defeated.
Recovery:
Arcane 8:1d10 + 4 ⇒ (8) + 4 = 12
Wand of Enervation is recharged
(Celeste's turn)
Hourglass 3: Sarenrae o'clock
Recharging Force Missile to examine Warrens 3: Dagger +1
Dagger +1:
RotR
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Moving to Apothecary
Exploring Apothecary 3: Detect Evil
Detect Evil:
RotR
Spell B
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
WIS 4:1d6 ⇒ 4 Detect Evil is acquired
Banishing Detect Evil to recovery to examine Apothecary 4: Tyrant Troll
Tyrant Troll:
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ending turn.
Recovery: Detect Evil is banished.
Resetting hand
Today's Horoscope: When the moon is full, fatigue prevents any additional surprises.
When the moon is in Sarenrae, evil lurks nearby, but nothing can be done about it just yet.
Sharp knives will await within the warrens. The apothecary will soon find a troll.
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([X] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 6
Summary:
Warrens 3 is examined (Dagger +1).
Apothecary 3 is banished.
Apothecary 4 is examined (Tyrant Troll).
Celeste is at Apothecary.
Hourglass 1: Gods o’clock
Moving to Apothecary
Exploring Apothecary 1: Belt of Incredible Dexterity
Belt of Incredible Dexterity:
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
DEX 5:1d8 ⇒ 6 Belt of Incredible Dexterity is acquired
Discarding Shy Ratani to explore Apothecary 2: Brodert Quink
Brodert Quink:
Ally 2
Traits:
Human
Sage
To Acquire:
Charisma
Diplomacy
Intelligence
Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.
Discarding Brodert Quink to explore Apothecary 3: Teleport
Teleport:
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Banishing Good Omen to recovery
Arcane 12:1d10 + 4 + 5 ⇒ (3) + 4 + 5 = 12
Teleport is acquired
Ending turn. Recharging Belt of Incredible Dexterity to examine General Store 1: Belt of Giant Strength
Belt of Giant Strength:
Item 3
Traits:
Accessory
Magic
To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Banishing Teleport to recovery to move to General Store, taking Mavaro
Recovery: Good Omen, Teleport are recharged
Resetting hand
Today’s Horoscope: When the moon is full, fancy belts are in fashion. A rogue may know how to pickpocket a sage, but a sage knows how to teleport to safety. Take your friend and disappear to safety before the zombies emerge.
Belts will be so popular that the general store won’t be able to keep them in stock much longer. Get yours before it’s too late!
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([X] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 6
Summary:
Apothecary 1, 2, 3 are acquired.
General Store 1 is known (Belt of Giant Strength)
Mavaro is at General Store
Celeste is at General Store
Hourglass 1: Gods o'clock
Recharging Blessing of Pharasma to examine Deeper Dungeons 3: Potion of Healing
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.
Exploring Treacherous Cave 1: Tyrant Troll
Tyrant Troll:
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ending turn. Recharging Blessing of the Starsong to examine Apothecary 1: Tickwood Boar
Tickwood Boar:
RotR
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Recovery: Fiery Glare is recharged
Resetting hand
Today's Horoscope: When the moon is full, an angry glare drives a tyrant from his cave, and thereby the way forth is illuminated.
Dungeon delvers will drink potions for healing. But a master apothecary will know that bacon makes everything feel better.
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([X] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 6
Summary:
Treacherous Cave 1 is banished.
Treacherous Cave is closed.
Deeper Dungeon 3 is known (Potion of Healing).
Apothecary 1 is known (Tickwood Boar).
Displayed: Deck: 13 Discard: 1 Buried: 0
Notes: Ask before using: Blessing of the Starsong for reroll
Can use without asking: Blessing of the Starsong to bless; Blessing of the Starsong to reroll henchman/closing/Boon 4; Blessing of Pharasma; Good Omen
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([X] or any boon) to recharge the blessing instead of discarding it.
Hourglass: Gods o'clock
Recharging Force Missile to examine Warrens 1: Ambush
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.
Exploring Treacherous Cave 1: Cloak of Elvenkind
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.
DEX 5:1d8 ⇒ 7 Cloak of Elvenkind is acquired
Discarding Blessing of Gozreh to explore Treacherous Cave 2: Dagger +1
Dagger +1:
RotR
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
DEX 6:1d8 ⇒ 2 Dagger +1 is banished
Discarding Blessing of the Elements to explore Treacherous Cave 3: Giant Hermit Crab
Giant Hermit Crab:
RotR
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Banishing Life Drain to recovery
Combat 9:1d10 + 4 + 2d4 ⇒ (9) + 4 + (4, 1) = 18 Combat 9:1d10 + 4 + 2d4 ⇒ (3) + 4 + (2, 1) = 10
Life Drain: Blessing of Gozreh is healed.
Giant Hermit Crab is banished
Banishing Augury for monsters to recovery to examine Treacherous Cave 4: Tyrant Troll, Treacherous Cave 5: Ranger Stash, Treacherous Cave 6: Venomous Dagger +2
Tyrant Troll:
Henchman 4
Type: Monster
Traits:
Giant
Troll
To Defeat:
Combat 15
Damage dealt by the Tyrant Troll is increased by 2.
If the check to defeat the Tyrant Troll has the Fire trait, add 1d8. If the check to defeat does not have either the Acid or Fire trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ranger Stash:
RotR
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12
If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.
Venomous Dagger +2:
RotR
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
Augury: Ranger Stash and Venomous Dagger are shuffled back into Treacherous Cave. Reloading Tyrant Troll into Treacherous Cave.
Ending turn. Recharging Cloak of Elvenkind to examine Deeper Dungeons 1: Goblin Warrior
Goblin Warrior:
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Recovery: Life Drain, Augury are recharged.
Resetting hand.
Today's Horoscope: When the moon is full, the right dress makes more of an impression than bared steel when Gozreh is in transit. Eat heartily of seafood under a water sign.
The tyrant will stash his weapons before battle. Goblins will dwell in the deep. An ambush will be prepared in the warrens.
Displayed: Deck: 11 Discard: 1 Buried: 0
Notes: Ask before using: Blessing of the Starsong for reroll
Can use without asking: Blessing of the Starsong to bless; Blessing of the Starsong to reroll henchman/closing/Boon 4; Blessing of Pharasma; Blessing of Gozreh; Good Omen
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([X] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 6
Summary:
Treacherous Cave 1 is acquired.
Treacherous Cave 2, 3 are banished.
Treacherous Cave is shuffled with Tyrant Troll now on top. (also contains Ranger Stash, Venomous Dagger +2)
Warrens 1 is examined (Ambush).
Deeper Dungeons is examined (Goblin Warrior).
Hero Point: Power Feat: When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing or any boon to recharge the blessing instead of discarding it.
Upgrading Spell B Dazzle into Spell 4 Ice Storm
Replacing Red Carriage with Loot Wand of Enervation
Starting at Treacherous Cave
Celeste recused herself from her companions. It wasn't that she expected treachery per se, but she could feel the influence of sinful powers here. Yet the sorcerer knew that her solitude would only be temporary. The naga's dark eyes watched from the cavern entrance, taking in the celestial objects around the stars and among the constellations. "Everyone is connected. Everything is connected," she mused as she tracked one icy comet as it traversed across the sky.
Celeste wrote:
Hand:Force Missile, Good Omen (banish to recovery for +5 to acquire/close/guard), Life Drain, Blessing of the Elements (discard to bless/recharge to bless if invoking Acid/Cold/Electricity/Fire/Poison), Scorching Ray, Augury (banish to recovery to examine 3 cards at my location for a type, shuffle other types into location, recharge or reload any of the chosen type), Blessing of Gozreh (discard to bless/double bless if closing or guarding check),
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: Ask before using: Can use without asking: Blessing of the Elements; Blessing of Gozreh; Good Omen; Augury
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([X] or any boon) to recharge the blessing instead of discarding it.
Displayed: Deck: 5 Discard: 6 Buried: 1
Notes: Ask before using: Blessing of Pharasma; Blessing of the Elements; Blessing of the Starsong
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 4; Augury
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
Hourglass 2: Iomedae o'clock
Recharging Dazzle to examine Thassilonian Library 1: Stone Golem
Stone Golem:
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Exploring Apothecary 3: Stone Golem
Stone Golem:
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Banishing Wand of Flame to recovery and discarding spell Fiery Glare for Arcane
Combat 20:5d6 + 1d10 + 4 ⇒ (1, 2, 4, 1, 5) + (3) + 4 = 20 Combat damage:1d4 ⇒ 1
Banishing Sihedron Medallion to recovery to prevent 1 Combat damage
Closing Apothecary: Banishing Good Omen to recovery
INT 6:1d8 + 1 + 5 ⇒ (1) + 1 + 5 = 7
Apothecary is closed
Ending turn. Displaying Red Carriage to move to Thassilonian Library.
Recovery:
Arcane 10:1d10 + 4 ⇒ (8) + 4 = 12
Wand of Flame is recharged
Arcane 9:1d10 + 4 ⇒ (1) + 4 = 5
Sihedron Medallion is discarded
Good Omen is recharged
Resetting hand
Today's Horoscope: When the moon is in Iomedae, let your wrath protect you. A golem may not understand arcane gestures and words, but a wand's blast is undeniable. Look for a good omen to recognize the right potion. If you catch a ride, you can make it to the library before it closes.
Displayed:Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage),
Deck: 5 Discard: 6 Buried: 0
Notes: Celeste will bury Red Carriage to prevent all Stone Giant damage at Thassilonian Library
Ask before using: Blessing of Pharasma; Blessing of the Elements; Blessing of the Starsong
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 4; Augury
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
Hourglass 1: Gods o'clock
Recharging Acadamae Scholar to examine Thassilonian Library 1: Ranger Stash(defeated by Mavaro) Thassilonian Library 2: Blessing of Pharasma
Blessing of Pharasma:
RotR
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Moving to Apothecary
Exploring Apothecary 1: Sneak
Sneak:
RotR
Monster C
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Celeste cannot make a WIS/Perception 8 check. Discarding Force Missile
Displaying Aqueous Orb. Harsk fires an arrow Combat 9+4=13:1d10 + 4 + 1d6 ⇒ (3) + 4 + (6) = 13
Sneak is banished
Discarding Shy Ratani to explore Apothecary 2: Poison Blast
Poison Blast:
RotR
Spell 4
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Discarding Blessing of Gozreh, using Shy Ratani, spiteful
Arcane 12+2=14:2d10 + 4 + 1d8 ⇒ (9, 5) + 4 + (5) = 23
Poison Blast is acquired
Ending turn. Recharging Poison Blast to examine Giant Lair 3: Stone Golem
Stone Golem:
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Recovery: Aqueous Orb is recharged
Resetting hand
Today's Horoscope: When the moon is full, expect monetary loss. Spells and arrows can remind a sneaky rogue what it means to be loyal after your purse seems emptier. Then with the arrival of Gozreh, put aside your mistrust to find a bargain among the apothecary's goods.
Pharasma will be in transit through the house of study. The strongest stones lies at the front of the giant's lair.
Displayed: Deck: 8 Discard: 4 Buried: 0
Notes: Ask before using: Blessing of Pharasma; Good Omen
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 4; Good Omen for closing; Good Omen for Boon 4
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 6
Summary:
Apothecary 1 is banished.
Apothecary 2 is acquired.
Giant Lair 3 is known (Stone Golem).
(Thassilonian Library 1 was banished on Mavaro's turn)
Thassilonian Library 2 is known (Blessing of Pharasma).
Harsk recharges a card.
Celeste is at Apothecary.
Hourglass 2: Gozreh o’clock
Recharging Fiery Glare to examine Warrens 1: Staff of Minor Healing
Staff of Minor Healing:
RotR
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Banishing Augury to recovery for spells to examine Thassilonian Dungeon 1: Major Cure, Thassilonian Dungeon 2: Belt of Incredible Dexterity, Thassilonian Dungeon 3: Mokmurian
Major Cure:
RotR
Spell 3
Traits:
Divine
Healing
Magic
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Belt of Incredible Dexterity:
RotR
Item 3
Traits:
Accessory
Magic
To Acquire:
Dexterity 5
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Mokmurian:
RotR
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Augury: Shuffling Belt of Incredible Dexterity, Mokmurian back into Thassilonian Dungeon. Reloading Major Cure into Thassilonian Dungeon.
Thassilonian Dungeon: Drawing Blessing of Pharasma
Moving to Prison.
Exploring Prison 1: Stone Golem
Stone Golem:
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Recharging Blessing of Pharasma by recharging Blessing of the Starsong, recharging Vreva Jhafae
Arcane 13:2d10 + 4 + 1d6 ⇒ (4, 10) + 4 + (4) = 22
Banishing Scorching Ray to recovery, recharging Blessing of the Elements. Harsk fires an arrow Combat 20:2d10 + 4 + 2d6 + 1d4 ⇒ (1, 5) + 4 + (4, 2) + (4) = 20 Combat damage:1d4 ⇒ 3
Discarding Life Drain for 1 Combat damage. (No cards left in hand.) Stone Golem is banished.
Closing Prison: Harsk discards Blessing of Lamashtu CHA 6:2d10 + 2 ⇒ (9, 4) + 2 = 15
Prison is closed
Ending turn.
Recovery: Augury, Scorching Ray are recharged.
Resetting hand
Today’s Horoscope: When the moon is in Gozreh, conduct magical research, but do not act on it just yet. All sorcery is possible under the conjunction of Pharasma and Desna, with an arrow connecting a waxing fire sign to a waning earth sign. Enter where you are trapped while Lamashtu is in transit to break free.
Healers in warrens will be envious of superior Thassilonian powers.
A villainous giant will run swiftly through the dungeons.
Displayed: Deck: 10 Discard: 1 Buried: 0
Notes: Ask before using: Blessing of Gozreh
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 4
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 6
Summary:
Prison 1 is banished.
Prison is closed.
Warrens 1 is known (Staff of Minor Healing).
Thassilonian Dungeon is shuffled with Thassilonian Dungeon 1 (Major Cure) known on top. (contains Belt of Incredible Dexterity, Villain)
Harsk discards Blessing of Lamashtu and recharges a card.
Celeste is at Prison.
Gaining Hero Point
Upgrading banished blessing into Blessing B of Pharasma
Replacing Loot Sihedron Medallion with Red Carriage. Replacing Sage's Journal with Loot Sihedron Medallion
Starting at Thassilonian Dungeon
Celeste slithered out of the Lamashtan shrine, a touch jealous of how accommodating that temple seemed to non-humanoids. Nevertheless, the sorcerer was aware that Lamashtu's power emanated farther below the open seas and skies than Celeste could feel comfortable with. There was a reason she preferred the domain of Pharasma, goddess of water and prophecy.
It might only be Thassilonian influence, yet for a brief moment, the sorcerer felt a little envious of the simplicity of Ezren's atheism...
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of the Elements; Blessing of the Starsong
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 4; Augury
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
RotR
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Fungal Poison Trap:1d6 + 3 ⇒ (5) + 3 = 8 Recharging Vevra Jhafae, discarding Blessing of the Starsong
DEX 5+8=13:2d8 + 1d6 ⇒ (6, 4) + (4) = 14
Poison Trap is banished
Closing Shrine to Lamashtu: Banishing Blessing of Pharasma
Shrine to Lamashtu is closed.
Ending turn. Recharging Scorching Ray to examine Nettlemaze 2: Poison Trap
Poison Trap:
RotR
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Resetting hand
Today's Horoscope: When the moon is in Norgorber, the transit of Desna within the house of Lamashtu indicates an opportune time for harmonious collaboration. Working alongside a fellow expert in poison and sorcery can accomplish much to overcome the retrograde movement of Pharasma.
The font of fungal poison will be found emanating from the nettlemaze.
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 5
Summary:
Shrine to Lamashtu 1 is banished.
Shrine to Lamashtu is closed.
Nettlemaze 2 (Poison Trap) is known.
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.
Moving to Shrine to Lamashtu
Banishing Augury to recovery for blessings to examine Shrine to Lamashtu 1: Goblin Commando, Shrine to Lamashtu 2: Blessing of the Gods, Shrine to Lamashtu 3: Blessing of Shelyn
Goblin Commando:
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Blessing of the Gods:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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.
Augury: Goblin Commando is shuffled back into Shrine to Lamashtu. Recharging Blessing of the Gods, Blessing of Shelyn into Shrine to Lamashtu
Shuffled Shrine to Lamashtu:1d12 ⇒ 6 Exploring Shrine to Lamashtu 6: Ambush
Ambush:
RotR
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The dif?culty 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.
Celeste cannot make a WIS/Perception/DEX/Acrobatics 9+3=12 check.
Shuffled Shrine to Lamashtu:1d12 ⇒ 5
Ambush: Examining and encountering Shrine to Lamashtu 5: Mercenary
Mercenary:
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.
Banishing Life Drain to recovery, revealing Acadamae Scholar, discarding Dazzle for Melee Poison, ambushed. Harsk fires an arrow Combat 10+3=13:1d10 - 1 + 4 + 2d4 - 2 + 1 + 1d8 - 1 + 1d4 - 1 ⇒ (4) - 1 + 4 + (2, 3) - 2 + 1 + (3) - 1 + (2) - 1 = 14
Life Drain: Shy Ratani is healed
Mercenary is banished. Ambush is banished. (Not sure whether Shrine to Lamashtu is shuffled?)
RotR
Ally 2
Traits:
Human
Sage
To Acquire:
Charisma
Diplomacy
Intelligence
Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.
Recovery: Augury, Life Drain are recharged.
Resetting hand
Today's Horoscope: When the moon is in Calistria, a mercenary's ambush may disrupt your planning in the house of Lamashtu. But sinking your teeth into a good brawl, with a friend at your back, can make you feel better.
More mercenaries will await within the nettlemaze. A scholar will try to cross a bridge.
Displayed: Deck: 10 Discard: 1 Buried: 0
Notes: Celeste needs to hold onto her last blessing in order to guard the Shrine to Lamashtu
Ask before using: Blessing of Pharasma; Blessing of the Starsong; Blessing of the Elements
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 5
Summary:
Nettlemaze 3 is known (Mercenary).
Wooden Bridge 1 is known (Brodert Quink).
Shrine to Lamashtu 5, 6 are banished.
Shrine to Lamashtu is shuffled (contains Goblin Commando).
(Shrine to Lamashtu 2, 3 may be on bottom?)
Harsk recharges a card.
Celeste is at Shrine to Lamashtu.
Displayed: Deck: 10 Discard: 1 Buried: 0
Notes: Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Augury
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
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.
Oloch reveals Shock Glaive
Combat 12:1d10 + 4 + 1d10 + 1d4 ⇒ (5) + 4 + (10) + (3) = 22
Ghost is banished. Nettlemaze is guarded.
Fungal Savage:
CON 7:1d10 ⇒ 4 Random location:1d7 ⇒ 2
Oloch remains at Nettlemaze
(Celeste)
Recharging Blessing of Sarenrae by recharging Blessing of Gozreh
CON 7:3d6 ⇒ (5, 2, 6) = 13
Displaying and banishing Aqueous Orb to recovery, recharging Blessing of the Elements
Combat 17:2d10 + 4 + 3d6 ⇒ (8, 7) + 4 + (1, 3, 5) = 28
(No cards left in hand to recharge.) Celeste takes 1 Poison damage. (Still no cards in hand.)
Warrens are closed. Fungal Savage escapes. Fungal Savage, Random Blessings 1, 2 are randomly shuffled into Dam, Shrine of Lamashtu, Deeper Dungeons
Ending turn. Recovery: Good Omen, Aqueous Orb are recharged. Resetting hand
Today's Horoscope: When the moon is full, there is no profit to be found in the warrens. As a poison sign is eclipsed by a water sign, start a detox, but while the elderly seek a reservoir to be cleanse, stand fast where you are; for Sarenrae entering the house of Gozreh allows you to keep a clear head until a forceful stream of water flows towards you. The triumph of water over poison marks a good omen for crossing a bridge. And while a little shocking, take heart that only familiar ghosts persist at the nettlemaze for now; for another will be on the way there very soon.
Displayed: Deck: 10 Discard: 1 Buried: 0
Notes: Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Augury
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 5
Summary:
Warrens 1 is banished.
Warrens is closed.
Fungal Savage, Random Blessing 1, Random Blessing 2 are randomly shuffled into Dam, Shrine of Lamashtu, Deeper Dungeons.
Random Monster 1 is reloaded into Nettlemaze.
Random Monster 2 is banished.
Hourglass: Gods o'clock
Recharging Blessing of the Starsong to examine Warrens 1: Ven Vinder
Ven Vinder:
RotR
Ally 1
Traits:
Human
Shopkeeper
To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.
Moving to Warrens
Exploring Warrens 1: Ven Vinder
Ven Vinder:
RotR
Ally 1
Traits:
Human
Shopkeeper
To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.
CHA 6:1d10 + 2 ⇒ (1) + 2 = 3 Ven Vinder is banished
Discarding Shy Ratani to explore Warrens 2: Fungal Savage
Fungal Savage:
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
Constitution
Fortitude
Wisdom 7
THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.
Random open location:1d6 ⇒ 4 Random open location:1d6 ⇒ 4 Random open location:1d6 ⇒ 2 Warrens: Random Monster 1 reloaded into Nettlemaze
Oloch and Harsk may guard. (Celeste will banish Good Omen to recovery for +4 to Harsk's guarding check.)
Oloch, Harsk, Mavaro, and Ezren must each make a CON/Fortitude/WIS 7 check or move to a random location.
Pausing for villain stuff. And then if someone with a better CON than d6 lands at Warrens, could they take the 1st villain check? (Celeste will be using Blessing of Sarenrae on that check regardless of who is doing it.)
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of Sarenrae; Blessing of the Elements; Blessing of the Starsong; Blessing of Gozreh; Good Omen
Can use without asking: Blessing if would recharge (can use a 2nd blessing to do so); Blessing for villain/henchman/closing; Good Omen for closing
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
Hourglass 4: Iomedae o’clock
Recharging Acadamae Scholar to examine Dam 1: Sneak
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.
Giving Sage’s Journal to Mavaro
Sage’s Journal:
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Book / Basic
(To Acquire: INT/Knowledge)
Exploring Shimmerglens 2: Grazuul
Grazuul:
RotR
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
Banishing Augury to recovery for barriers to examine Shimmerglens 3: Blessing of the Gods, Shimmerglens 4: Poison Trap, Shimmerglens 5: Skinsaw Ritual
Blessing of the Gods:
RotR
Blessing B
Traits:
Basic
Divine
To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Poison Trap:
RotR
Henchman C
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Skinsaw Ritual:
RotR
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
Augury: Blessing of the Gods is shuffled back into Shimmerglens. Reloading Poison Trap, Skinsaw Ritual into Shimmerglens
RotR
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of her checks is increased by 1 for the rest of the turn.
Recovery: Fiery Glare, Augury are charged.
Resetting hand
Today’s Horoscope: When the moon in in Iomedae, leave studying to the occultists. Channel your anger at pinned down trolls.
Cultists will hide behind poison spores. Watch your purse if you will be at the dam. Barking will be heard deep in the dungeons.
Displayed: Deck: 9 Discard: 2 Buried: 0
Notes: Ask before using: Blessing of Sarenrae; Blessing of the Elements; Blessing of the Starsong; Blessing of Gozreh; Good Omen
Can use without asking: Blessing if would recharge (can use a 2nd blessing to do so); Blessing for villain/henchman/closing; Good Omen for closing
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 5
Summary:
Shimmerglens 2 is banished.
Shimmerglens is shuffled (contains Blessing of the Gods) with Poison Trap then Skinsaw Ritual on top.
Dam 1 is examined (Sneak).
Deeper Dungeon 1 is examined (Yeth Hound).
Harsk recharges a card.
Mavaro receives Sage’s Journal.
(Correction: Celeste will actually upgrade Ally B Appleslayer into Ally 3 Acadamae Scholar)
Celeste and Harsk's discussion was interrupted by a loud barking, as Appleslayer raced back into the clockwork chamber where Zae had stayed behind. "I suppose I shouldn't have tried to keep a dog and his owner apart," said Celeste with a smile. "Some bonds are stronger than anything studied at the Acadamae."
Hourglass: Gods o'clock
Recharging Dazzle to examine Shrine to Lamashtu 1: 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.
Exploring Wooden Bridge 1: Blessing of Sarenrae
Blessing of Sarenrae:
RotR
Blessing B
Traits:
Divine
Sarenrae
To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
CON 4:1d6 ⇒ 4 Blessing of Sarenrae is acquired
Discarding Acadamae Scholar to explore Wooden Bridge 2: Spectre
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.
Banishing Life Drain to recovery
Combat 11:1d10 + 4 + 2d4 ⇒ (1) + 4 + (3, 1) = 9 Random location:1d7 ⇒ 7
Discarding Force Missile, Scorching Ray for 2 Combat damage
Life Drain: Acadamae Scholar is healed.
Spectre: Moving to Shimmerglens
Spectre is shuffled back into Wooden Bridge
Ending turn. Recharging Blessing of Pharasma to examine Warrens 1: Find Traps
Find Traps:
RotR
Spell B
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Recovery: Life Drain is recharged
Resetting hand
Today's Horoscope: When the moon is full, it enters an ascendant Sarenrae. Abandon scholarly studies into the paranormal, for whatever benefit you receive is outweighed by the toll it takes as you pass into the fae realm.
Dealing with traps will be second-nature to those who live in warrens. Lamashtu will initially be hostile.
Celeste wrote:
Hand:Augury (banish to recovery to examine 3 cards at my location for a type, shuffle other types into location, recharge or reload any of the chosen type), Sage's Journal, Acadamae Scholar, Fiery Glare, Blessing of Sarenrae (discard to bless/double bless if noncombat CON), Dazzle, Blessing of the Elements (discard to bless/recharge to bless if invoking Acid/Cold/Electricity/Fire/Poison),
Displayed: Deck: 10 Discard: 2 Buried: 0
Notes: Ask before using: Blessing of Sarenrae; Blessing of the Elements
Can use without asking: Blessing if would recharge (can recharge my other blessing to do so); Blessing for villain/henchman/closing; Augury
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
Hero Points: 5
Summary:
Wooden Bridge 1 is acquired.
Wooden Bridge is shuffled (contains Spectre).
Shrine to Lamashtu 1 is known (Blessing of the Gods).
Warrens 1 is known (Find Traps).
Celeste is at Shimmerglens.
Role: Astrologer
Hero Point: Power Feat: When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing to recharge the blessing instead of discarding it.
(Forfeiting upgrades)
Replacing Loot Sihedron Medallion with Sage's Journal. Replacing Red Carriage with Loot Sihedron Medallion
Starting at Harsk's location
Celeste frowned at the sickly red light emanating from the fungal growths. "Such a pale substitution for starlight." Her neck quickly twisted towards Harsk, worried she might have offended the ranger. For she had come to respect the vanguard's terrestrial methods as a valuable complement to her own talents. "The moon passes through constellations, while the constellations themselves are constantly in motion, all moving and cycling through each other. Each affecting each other, each being affected in turn." The naga sighed. "The sorcery of the sky holds such beauty." Certainly much more beauty than fungi- and more power.
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card ([] or top 2 cards) of another location deck ([] or any character's deck).
[] At the start of your turn, you may arrange the top 3 cards of the blessings discard pile in any order. [] You automatically acquire blessings. ([] When you acquire a blessing, you may examine the top 2 cards of any location deck.)
[X] When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing ([] or any boon) to recharge the blessing instead of discarding it.
RotR
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
Banishing Swipe to recovery. Venomous Dagger +2 is acquired
Ending turn.
Recovery: Swipe is recharged.
Resetting hand
Today's Horoscope: When the moon is full, reverse the curse to take instead of be taken from.
Displayed: Deck: 7 Discard: 4 Buried: 2
Notes: Ask before using: Can use without asking: Blessing of Gozreh; The Empty Throne; Immolate; Divine Fortune
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hourglass 1: Lamashtu o'clock
Banishing Divine Fortune to recovery
Recharging Aqueous Orb to examine Fort Rannick 1: Black Arrow Ranger
Black Arrow Ranger:
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
Moving to Fort Rannick
Exploring Fort Rannick 1: Black Arrow Ranger
Black Arrow Ranger:
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
Oloch discards Prayer (or some other blessing) Survival 7:2d8 + 4 ⇒ (4, 6) + 4 = 14
Black Arrow Ranger is acquired
Shuffled Garrison:1d5 + 5 ⇒ (2) + 5 = 7 Discarding Appleseed to move to Garrison and examine and explore Garrison 7: Elven Breastplate
Elven Breastplate:
RotR
Armor 1
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Celeste cannot make a CON/Fortitude 7 check. Elven Breastplate is banished
Shuffled Garrison:1d5 + 5 ⇒ (4) + 5 = 9 Discarding Black Arrow Ranger to explore Garrison 9: Proxy Armor 1: Armor of the Sands
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
RotR
Weapon C
Traits:
2-Handed
Bow
Elite
Piercing
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Recharging Sihedron Medallion to examine Fort Rannick 2: Longbow +1
Longbow +1:
RotR
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Ending turn.
Recovery: Banishing Divine Fortune, Detect Evil
Resetting hand
Today's Horoscope: When the moon is in Lamashtu, a ranger from Fort Rannick answers your prayers. Armor is not needed where evil does not lurk.
The Black Arrow will have bows stashed everywhere.
Celeste wrote:
Hand:The Empty Throne (discard to bless), Swipe (banish to recovery for -3 to combat difficulty), Vreva Jhafae, Immolate (banish to recovery for +2d4 and Fire to defeat local Lock/Obstacle/Skirmish barrier), Blessing of Gozreh (discard to bless/double bless if closing or guarding check), Divine Fortune W (display for +1d6 to local checks; banish at start of Celeste's turn), Boots of Elvenkind,
Displayed: Deck: 6 Discard: 4 Buried: 2
Notes: Ask before using: Can use without asking: The Empty Throne; Blessing of Gozreh; Swipe; Immolate; Divine Fortune
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Fort Rannick 1 is acquired.
Garrison 7, 9 are banished.
Fort Rannick 2 (Longbow +1) is examined.
Garrison 8 (Longbow) is examined and on top of shuffled Garrison.
Oloch discards Prayer.
Celeste is at Garrison.
RotR
Henchman 3
Type: Monster
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
If defeated, you may immediately attempt to close this location.
Ending turn. Recharging Magnifying Glass to examine Desecrated Vault 4: Hook Mountain Hag
Hook Mountain Hag:
RotR
Henchman 3
Type: Monster
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any.
If defeated, you may immediately attempt to close this location.
Recovery: Scorching Ray is recharged. Resetting hand
Today's Horoscope: When the moon is in Lamashtu, an unusual transit through the house of Gorum brings good fortune to your endeavors. Stay focused to let your magicks overcome a hag's countermagic and decipher Thassilonian arcana.
The sister of a fallen foe will desecrate the vault.
Displayed:Divine Fortune C (display for +1d6 to local checks; banish at start of Celeste's turn),
Deck: 9 Discard: 2 Buried: 0
Notes: Hoping to save Blessing of the Starsong for insurance on Hag Attack checks. Divine Fortune is adding +1d6 at Celeste's location until start of my next turn.
Ask before using: Blessing of the Starsong
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Swipe; Immolate
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Thassilonian Dungeon is closed.
Desecrated Vault 4 (Hook Mountain Hag) is examined.
Hourglass 1: Proxy Blessing 5 Random Blessing 1: Iomedae o'clock
Recharging Force Missile to examine Garrison 1: Myriana
Myriana:
RotR
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10
Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.
Exploring Thassilonian Dungeon 1: Longsword +2
Longsword +2:
RotR
Weapon 3
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; 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.
Celeste cannot make a STR/Melee 10 check. Longsword +2 is banished
Discarding Shy Ratani to explore Thassilonian Dungeon 2: Pit Trap
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.
Using Shy Ratani to evade. Pit Trap is shuffled back into Thassilonian Dungeon
Shuffled Thassilonian Dungeon:1d9 + 1 ⇒ (6) + 1 = 7 Discarding Blessing of the Elements to explore Thassilonian Dungeon 7: Magic Half-Plate
Magic Half-Plate:
RotR
Armor C
Traits:
Elite
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
CON 4:1d6 ⇒ 4 Magic Half-Plate is acquired
Ending turn. Recharging Magic Half-Plate to examine Fort Rannick 1: Proxy Armor 4: Sacred Candle (which is not an Armor? If not, Random Armor 1: Spiny Shield)
Resetting hand
Today's Horoscope: When the moon is in Iomedae, look to armor rather than to the sword for protection. Let a thief explore the darkness that opens up below; for there she is in her element.
A ghostly nymph will haunt the garrison. You will expect to find armor in the fort.
Displayed: Deck: 10 Discard: 2 Buried: 0
Notes: Hoping to save Blessing of the Starsong for insurance on Hag attack checks
Ask before using: Blessing of the Starsong; Divine Fortune
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Swipe; Immolate
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Thassilonian Dungeon 1 is banished.
Thassilonian Dungeon 7 is acquired.
Thassilonian Dungeon is shuffled (contains Pit Trap)
Fort Rannick 1 (Proxy Armor 4? maybe Random Armor 1?) is known.
Garrison 1 (Myriana) is known.
Hero Point: Card Feat: 8 spells (taking Spell B Dazzle)
Upgrading Ally B Zae into Ally 3 Vreva Jhafae
Starting at Thassilonian Dungeon
Zae was so fascinated by the clockwork mechanisms that the gnome decided to remain behind to study the mechanisms. Celeste held the opposite opinion- and she wasn't the only sorcerer to feel that way. A lost mage, who introduced herself as Vreva, was similarly on her way out. And while Vreva's signature dazzle spell was of a level of magic that Celeste had since advanced past, the naga nevertheless welcomed additional arcane company. "Perhaps together we can make sense of these Thassilonian mysteries."
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of the Elements; Blessing of the Starsong
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Celeste's remaining cards:
5 spells: Augury, Life Drain, Good Omen, Fiery Glare, Dazzle
2 items: Wand of Flame, Red Carriage
2 allies: Vreva Jhafae, Appleslayer
2 blessings: Blessing of Pharasma, Blessing of Gozreh
Hourglass: Gods o'clock
Recharging Sihedron Medallion to examine Throne Room 1: Falling Bell
Falling Bell:
RotR
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Moving to Shadow Clock
Exploring Shadow Clock 1: Large Chest
Large Chest:
Large Chest
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Discarding Blessing of Pharasma to explore Shadow Clock 2: Xanesha
Xanesha:
RotR
Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
None None None
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
Ezren, Harsk, Oloch can each attempt to guard. Celeste will banish Good Omen to recovery for +4 to either Ezren or Harsk's guard check. (The only party resources Celeste will use for her villain checks are 2 Harsk arrows.)
After guarding:
Banishing Wand of Flame to recovery, discarding Masterwork Tools for Melee Poison. Harsk shoots an arrow Combat 14:4d6 + 1d8 + 1d4 ⇒ (2, 6, 6, 2) + (3) + (1) = 20
Banishing Scorching Ray to recovery, discarding Appleslayer for Melee Poison. Harsk shoots an arrow Combat 17:1d10 + 4 + 2d6 + 1d8 + 1d4 ⇒ (6) + 4 + (4, 4) + (1) + (4) = 23
Shadow Clock is closed. Xanesha is banished or escapes, pending guarding checks
Ending turn. Recovery: Good Omen is recharged
Arcane 10:1d10 + 4 ⇒ (10) + 4 = 14
Wand of Flame is recharged. Scorching Ray is recharged.
Resetting hand
Today's horoscope: When the moon is full, do not spend too much time trying to open a locked chest. Pharasma's influence brings forth a villainous adversary under favorable conditions; for the enemy is under the sniper's eye. When fire and flame illuminate the shadows, test her coils against your own.
A bell will chime in the throne room only if anyone remains to hear it.
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Shadow Clock 1 is banished.
Shadow Clock is closed.
Shadow Clock 2 (Xanesha) escapes or is banished, pending closing checks.
Harsk recharges 2 cards.
Ezren, Harsk, Olock can attempt closing checks.
Celeste is at Shadow Clock.
Hourglass 1: Torag o'clock
Revealing Zae to recharge Appleslayer
Recharging Tome of Knowledge to examine Thassilonian Dungeon 1: Donkey Rats
Donkey Rats:
RotR
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11
After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.
Displayed:Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage),
Deck: 9 Discard: 2 Buried: 0
Discarding Red Carriage, drawing Augury
Exploring Shadow Clock 1: Secret Stash
Secret Stash:
RotR
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom
Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
Celeste cannot make a WIS/Perception 9 check. Secret Stash is banished
Banishing Augury to recovery for barriers to examine Shadow Clock 2: Greatsword, Shadow Clock 3: Clockwork Demon, Shadow Clock 4: Masterwork Tools
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.
Clockwork Demon:
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
Masterwork Tools:
RotR
Item C
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
RotR
Item C
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Using Shy Ratani
DEX 7:1d8 + 1d8 ⇒ (8) + (6) = 14
Masterwork Tools are acquired
RotR
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Banishing Life Drain to recovery. Harsk fires an arrow Combat 9:1d10 + 4 + 2d4 + 1d4 ⇒ (6) + 4 + (4, 3) + (4) = 21
Life Drain: Shy Ratani is healed. Goblin Warrior is banished
Ending turn. Recharging Web to examine Catacombs of Wrath 3: Plague Zombie
Plague Zombie:
RotR
Monster C
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Recovery: Augury, Life Drain are recharged.
Resetting hand
Today's Horoscope: When the moon is in Torag, do not pry into secrets. A good thief keeps a well-stocked toolkit. A demon with a big sword guards the clock, but you'll feel better from Gozreh's influence if you confront a pinned-down goblin.
The size of Thassilonian rats will be a big surprise. Disease will stir in the catacombs.
Displayed: Deck: 9 Discard: 4 Buried: 0
Notes: Celeste can use Appleslayer on her next turn to move to Throne Room (to take out Falling Bell and be in a better position for guarding)
Ask before using: Blessing of Pharasma; Good Omen
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3; Good Omen for closing; Good Omen for Boon 3
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Shadow Clock 1, 6 are banished
Shadow Clock 4 is acquired.
Shadow Clock is shuffled (contains Greatsword, Clockwork Demon).
Thassilonian Dungeon 1 (Donkey Rats) is known.
Catacombs of Wrath 3 (Plague Zombie) is known.
Harsk recharges a card.
Henchman
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up). If defeated, you may immediately attempt to close this location.
Banishing Force Missile to recovery, deeper dungeon
Combat 9+1=10:1d10 + 4 + 2d4 ⇒ (4) + 4 + (1, 3) = 12
Zombie Minion is banished
Recovery: Force Missile is recharged
Today's Horoscope: When the moon is in Erastil, don't overthink dungeoneering when you can just fire a magic missile into the darkness.
Displayed:Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage),
Deck: 9 Discard: 3 Buried: 0
Notes: Ask before using: Blessing of Pharasma; Good Omen
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3; Good Omen for closing; Good Omen for Boon 3; Tome of Knowledge
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hourglass 1: Gods o'clock
Recharging Wand of Flame to examine Catacombs of Wrath 1: Skull Ripper
Skull Ripper:
RotR
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skull Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Exploring Deeper Dungeons 1: Large Chest
Large Chest:
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Celeste cannot make a DEX/Disable 9+3=12 or STR/Melee 10+3=13 check. Banishing Large Chest
Discarding Appleslayer to move to Shadow Clock and examine and explore Shadow Clock 1: Donkey Rats
Donkey Rats:
RotR
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11
After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.
Banishing Life Drain to recovery
Combat 11:1d10 + 4 + 2d4 ⇒ (2) + 4 + (3, 2) = 11
Life Drain: Blessing of Gozreh is healed
Ogrekin:1d6 ⇒ 2
No summon. Donkey Rats is banished
Banishing Augury to recovery for barriers to examine Shadow Clock 2: Masterwork Tools, Shadow Clock 3: Clockwork Demon, Shadow Clock 4: Secret Stash
Masterwork Tools:
RotR
Item C
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Clockwork Demon:
Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.
Secret Stash:
RotR
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom
Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
Shuffling Masterwork Tools, Clockwork Demon into Shadow Clock.
Reloading Secret Stash into Shadow Clock
Ending turn. Displaying Red Carriage to move to Deeper Dungeons
Recovery: Life Drain, Augury are recharged
Resetting hand
Today's Horoscope: When the moon is full, do not be greedy for treasure. Take your dog off his leash so he can chase after rats, for exercise is good for both of you. But get a ride for the way back.
While the clockworkers are putting away their tools, an occultist will perceive a secret stash.
Mages will avoid the catacombs in order to keep their heads
Displayed:Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage),
Deck: 8 Discard: 3 Buried: 0
Notes: Ask before using: Blessing of Pharasma; Good Omen
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3; Good Omen for closing; Good Omen for Boon 3; Tome of Knowledge
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Shadow Clock 1 is banished.
Shadow Clock is shuffled (contains Clockwork Demon, Masterwork Tools).
Shadow Clock 4 (Secret Stash) is on top of Shadow Clock.
Deeper Dungeons 1 is banished.
Catacombs of Wrath 1 (Skull Ripper) is known.
Celeste is at Deeper Dungeons.
(During Ezren's turn)
Recovery: Good Omen is recharged
(Celeste's turn)
Hourglass 1: Gods o'clock
Recharging Force Missile to examine Glassworks 3: Locked Stone Door
Locked Stone Door:
RotR
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Moving to Throne Room
Exploring Throne Room 1: Masterwork Tools
Masterwork Tools:
RotR
Item B
Traits:
Elite
Tool
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
DEX 7:1d8 ⇒ 4 Masterwork Tools are banished
Discarding Blessing of Gozreh to explore Throne Room 2: Magic Half-Plate
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.
CON 4:1d6 ⇒ 1 Magic Half-Plate is banished
Ending turn. Recharging Sihedron Medallion to examine Deeper Dungeons 1: Large Chest
Large Chest:
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Resetting hand
Today's Horoscope: When the moon is full, avoid unfinished projects; for armor with incomplete masterwork likely has defects.
A treasure chest will be found deep in the dungeons. The finest glass will be kept under lock and key.
Celeste wrote:
Hand:Appleslayer, Wand of Flame, Tome of Knowledge (reveal for +1d6 to Knowledge), Augury (banish to recovery to examine 3 cards at my location for a type, shuffle other types into location, recharge or reload any of the chosen type), Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage), Life Drain, Aqueous Orb,
Displayed: Deck: 9 Discard: 3 Buried: 0
Notes: Ask before using: Can use without asking: Tome of Knowledge; Augury
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Throne Room 1, 2 are banished.
Glassworks 3 (Locked Stone Door) is known.
Deeper Dungeons 1 (Large Chest) is known.
Celeste is at Throne Room.
Hourglass 1: Desna o'clock
Recharging Blessing of Pharasma to examine Thassilonian Dungeon 1: Potion of Gracefulness
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.
Exploring Throne Room 1: Longbow
Longbow:
RotR
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Banishing Fiery Glare to recovery to banish Longbow and explore Throne Room 2: Longbow +1
Longbow +1:
RotR
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Celeste cannot make a DEX/Ranged 9 check. Longbow +1 is banished.
Discarding Blessing of the Elements to explore Throne Room 3: Web
Web:
RotR
Spell 2
Traits:
Arcane
Attack
Elite
Magic
To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Arcane 6:1d10 + 4 ⇒ (6) + 4 = 10 Web is acquired
Discarding Blessing of the Starsong to explore Throne Room 4: Tome of Knowledge
Tome of Knowledge:
RotR
Item B
Traits:
Book
Elite
Magic
To Acquire:
Intelligence
Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.
Recharge this card to succeed at your Knowledge check.
Knowledge 5:1d8 + 3 ⇒ (4) + 3 = 7 Tome of Knowledge is acquired
Ending turn. Recharging Web to examine Shadow Clock 1: Holy Light
Holy Light:
RotR
Spell B
Traits:
Attack
Divine
Elite
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Recovery: Fiery Glare is recharged
Resetting hand
Today's Horoscope: When the moon is in Desna, fire your best arrow first, or not at all. Pay close attention to what lies amid the cobwebs when the elemental planes eclipse Desna, for good books can be found even on dusty bookshelves.
A Thassilonian potion will put a spring in your step. Shadows on the clock will be cast by a holy light.
Displayed: Deck: 10 Discard: 2 Buried: 0
Notes: Ask before using: Blessing of Gozreh; Good Omen
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3; Good Omen for closing; Good Omen for Boon 3; Tome of Knowledge
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Throne Room 1, 2 are banished.
Throne Room 3, 4 are acquired.
Shadow Clock 1 (Holy Light) is known.
Thassilonian Dungeon 1 (Potion of Gracefulness) is known.
Hero Point: Skill Feat: INT+1
Upgrading Item B Bestiary of Garund into Item 2 Wand of Flame
Starting at Throne Room
Celeste shook her head pityingly as she shined her new wand across the clockwork mechanisms. "Civilizations rise and fall, yet men still don't realize the folly of trying to control time." And yet, the sorcerer realized that there was more to learn from those who once ruled here. The naga slithered towards the throne room.
Displayed: Deck: 10 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of the Starsong; Blessing of the Elements; Blessing of Pharasma; Good Omen
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3; Good Omen for closing; Good Omen for Boon 3
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
RotR
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Exploring Warrens 1: Wand of Force Missile
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.
Arcane 7:1d10 + 4 ⇒ (1) + 4 = 5 Wand of Force Missiles is banished
Ending turn. Recharging Lightning Bolt to examine General Store 1: Boots of Elvenkind
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.
Resetting hand
Today's Horoscope: When the moon is full, be generous with your metal. Do not try to repair a broken wand.
You will hear about a sale on shoes.
Displayed: Deck: 12 Discard: 1 Buried: 1
Notes: Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Warrens 1 is banished.
General Store 1 is known (Boots of Elvenkind).
Harsk receives Starknife.
Hourglass 1: Lamashtu o'clock
DEX 8:1d5 ⇒ 2
Recharging Appleslayer to examine General Store 1: Magic Shield
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.
Exploring Warrens 1: Father Zantus
Father Zantus:
RotR
Ally B
Traits:
Cleric
Divine
Human
To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
CHA 7:1d10 + 2 ⇒ (10) + 2 = 12 Father Zantus is acquired
Discarding Shy Ratani to explore Warrens 2: Starknife
Starknife:
RotR
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Using Shy Ratani
DEX 6:1d8 + 1d8 ⇒ (3) + (5) = 8
Starknife is acquired
Father Zantus:1d4 + 1 ⇒ (2) + 1 = 3 Burying Father Zantus to recharge Shy Ratani, Red Carriage, Blessing of the Elements
Ending turn. Resetting hand
Today's Horoscope: When the moon is in Lamashtu, look for spiritual counsel to ease your pains. Count on a thief to have a knife hidden away somewhere.
The general store will not have any good armor to sell.
Displayed: Deck: 14 Discard: 0 Buried: 1
Notes: Ask before using: Blessing of Gozreh
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Warrens 1, 2 are acquired.
General Store 1 (Magic Shield) is known.
Hourglass: Gods o'clock
Discarding Red Carriage and drawing Good Omen
DEX 5:1d8 ⇒ 8
Can move
Recharging Scorching Ray to examine General Store 1: Token of Remembrance
Token of Remembrance:
RotR
Item B
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Exploring Warrens 1: Scrying
Scrying:
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Banishing Good Omen to recovery
Arcane 10:1d10 + 4 + 4 ⇒ (7) + 4 + 4 = 15
Scrying is acquired
Banishing Augury to recovery for monsters to examine Warrens 2: Black Arrow Ranger, Warrens 3: Goblin Commando, Warrens 4: Wand of Force Missile
Black Arrow Ranger:
RotR
Ally 3
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
Goblin Commando:
RotR
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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.
Black Arrow Ranger, Wand of Force Missile are shuffled into Warrens. Recharging Goblin Commando into Warrens
Banishing Scrying to recovery for monsters at Catacombs of Wrath to examine Catacombs of Wrath 1: Warlord, Catacombs of Wrath 2: Mercenary, Catacombs of Wrath 3: Pit Trap
Warlord:
RotR
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
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.
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.
Pit Trap is shuffled back into Catacombs of Wrath. Recharging Warlord, Mercenary into Catacombs of Wrath
Ending turn. Recovery: Good Omen, Augury, Scrying are recharged. Resetting hand
Today's Horoscope: When the moon is full, it is a good time to scry on your surroundings.
The general store will keep useless knickknacks at the entrance. An elite ranger and magic missiles will keep goblins hiding deep in the warrens. Warlords and mercenaries will hide behind traps in the catacombs.
Celeste wrote:
Hand:Shy Ratani, Sihedron Medallion, Lightning Bolt, Appleslayer, Hide Armor of Fire Resistance, Bestiary of Garund, Life Drain,
Displayed: Deck: 11 Discard: 2 Buried: 0
Notes: Ask before using: Can use without asking:
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Warrens 1 is acquired.
Warrens is shuffled (contains Black Arrow Ranger, Wand of Force Missile).
Warrens 3 (Goblin Commando) is on bottom of Warrens.
General Store 1 (Token of Remembrance) is known.
Catacombs of Wrath is shuffled (contains Pit Trap)
Catacombs of Wrath 1, 2 (Warlord, Mercenary) are on bottom of Catacombs of Wrath.
Hourglass 2: Shelyn o'clock
DEX 5:1d8 ⇒ 3
Cannot move
Recharging Force Missile to examine Warrens 1: Scrying
Scrying:
RotR
Spell 3
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Exploring Thassilonian Dungeon 1: Battleaxe
Battleaxe:
RotR
Weapon B
Traits:
Axe
Elite
Melee
Slashing
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Banishing Fiery Glare to recovery to banish Battleaxe and explore Thassilonian Dungeon 2: Hide Armor of Fire Resistance
Thassilonian Dungeon: Drawing Blessing of the Elements
Hide Armor of Fire Resistance:
RotR
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Ezren recharges a card CON 7:1d6 + 1d4 ⇒ (6) + (2) = 8
Hide Armor of Fire Resistance is acquired
Discarding Blessing of the Elements to explore Thassilonian Dungeon 3: Lightning Bolt
Lightning Bolt:
RotR
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Ending turn. Recharging Blessing of the Starsong to examine Desecrated Vault 1: Spyglass
Spyglass:
RotR
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Displaying Red Carriage to move to Warrens
Recovery: Fiery Glare is recharged
Resetting hand
Today's Horoscope: When the moon is in Shelyn, give in to anger, for there are two way how the heat of wrath can protect you from weapons. Study with a wizard and inspiration comes like a bolt of lightning. When you are too tired to walk, try hailing a cab.
Those at the warrens will use magic to see better. Those at the vault will likewise use technology.
Celeste wrote:
Hand:Scorching Ray, Sihedron Medallion, Lightning Bolt, Augury (banish to recovery to examine 3 cards at my location for a type, shuffle other types into location, recharge or reload any of the chosen type), Hide Armor of Fire Resistance, Bestiary of Garund, Life Drain,
Displayed:Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage),
Deck: 10 Discard: 1 Buried: 0
Notes: Red Carriage active at Celeste's location (currently Warrens) until start of my next turn
Ask before using: Can use without asking: Red Carriage; Augury after the Spell 3 is encountered at the Warrens
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 5
Summary:
Thassilonian Dungeon 1 is banished.
Thassilonian Dungeon 2, 3 are acquired.
Warrens 1 (Scrying) is known.
Desecrated Vault 1 (Spyglass) is known.
Ezren recharges 2 cards.
Celeste is at Warrens.
Gaining Hero Point
Upgrading Spell B Dazzle into Spell 1 Scorching Ray
Upgrading Blessing B of the Ancients into Blessing 2 of Gozreh
Replacing Loot Sihedron Medallion with Bestiary of Garund. Replacing Sage's Journal with Loot Sihedron Medallion
Starting at Thassilonian Dungeon
The wizard might have wanted to study the secrets of Thassilon alone, but Celeste insisted on accompanying Ezren. "Besides," the sorcerer cocked her head up at the sky, where a comet was tracing a fiery line among the stars. "We are never truly alone."
Celeste wrote:
Hand:Scorching Ray, Sihedron Medallion, Fiery Glare, Blessing of the Starsong (discard to bless/bury to reroll), Force Missile, Bestiary of Garund, Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage),
Displayed: Deck: 10 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of the Starsong
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Blessing 1: Gods o'clock
Revealing Zae to recharge Appleslayer
Recharging Dazzle to examine Shadow Clock 3: Speed
Speed:
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Moving to Shadow Clock
Exploring Shadow Clock 3: Speed
Speed:
RotR
Spell 1
Traits:
Arcane
Divine
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Arcane 6:1d10 + 4 ⇒ (1) + 4 = 5 Speed is banished
Discarding Zae to explore Shadow Clock 4: Large Chest
Large Chest:
RotR
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Celeste cannot make a 9+2=11 DEX/Disable or 10+2=12 STR/Melee check. Banishing Large Chest (unless Oloch wants to avenge?)
Discarding Blessing of Pharasma and discarding Good Omen to explore Shadow Clock 5: Tome of Knowledge
Tome of Knowledge:
RotR
Item B
Traits:
Book
Elite
Magic
To Acquire:
Intelligence
Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.
Recharge this card to succeed at your Knowledge check.
Knowledge 5:1d8 + 2 ⇒ (2) + 2 = 4 Tome of Knowledge is banished
Ending turn. Resetting hand
Today's Horoscope: When the moon is full, take your sweet time. Leave treasures unclaimed for priests to sort out. Procrastinate studying until Pharasma is no longer in conjunction.
Celeste wrote:
Hand:Blessing of the Elements (discard to bless/recharge to bless if invoking Acid/Cold/Electricity/Fire/Poison), Shy Ratani, Blessing of the Starsong (discard to bless/bury to reroll), Sihedron Medallion, Ring of Protection, Life Drain, Force Missile,
Displayed: Deck: 6 Discard: 4 Buried: 1
Notes: Celeste will not guard Shadow Clock
Ask before using: Blessing of Elements; Blessing of the Starsong
Can use without asking: Blessing for villain/henchman/closing; Blessing for Boon 2
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 4
Summary:
Shadow Clock 3, 5 are banished.
Shadow Clock 4 (Large Chest) is banished (unless Oloch wants to avenge?)
Celeste is at Shadow Clock.
(During Ezren's turn)
Recharging Blessing of the Ancients with Basic hour. Discarding Red Carriage
Today's Horoscope: When the moon is full, rely on ancient strength.
Celeste wrote:
Hand:Dazzle, Zae, Good Omen (banish to recovery for +3 to acquire/close/guard), Blessing of Pharasma (discard to bless/double bless if spell is cast), Life Drain,
Displayed: Deck: 10 Discard: 2 Buried: 1
Notes: Ask before using: Blessing of Pharasma; Good Omen
Can use without asking: Blessing for villain/henchman/closing; Blessing for Boon 2; Good Omen for closing; Good Omen for Boon 2
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Blessing 1: Sarenrae o'clock
Throne Room: Recharging Ring of Protection to draw Aqueous Orb
Recharging Force Missile to examine Waterfront 1: Zombie Minion
Zombie Minion:
RotR
Henchman 2
Type: Monster
Traits:
Undead
Zombie
To Defeat:
Combat 9
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
RotR
Weapon B
Traits:
Axe
Magic
Ranged
Slashing
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
Banishing Fiery Glare to recovery to banish Returning Throwing Axe +1 and explore Throne Room 2: Skeleton Horde
Skeleton Horde:
RotR
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Summoning Ancient Skeleton
Ancient Skeleton:
Monster Henchman B
Traits:
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Displaying Aqueous Orb
Combat 8:1d10 + 4 + 1d6 ⇒ (2) + 4 + (6) = 12
Ancient Skeleton is banished.
Mavaro and Harsk must each summon an Ancient Skeleton
Skeleton Horde is banished
Banishing Augury to recovery for monsters to examine Throne Room 3: Shadow, Throne Room 4: Spectre, Throne Room 5: Heavy Pick +1
Shadow:
RotR
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Spectre:
RotR
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Heavy Pick +1:
RotR
Weapon 2
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Shuffling Heavy Pick +1 back into Throne Room. Recharging Shadow and Spectre into Throne Room
Discarding Appleslayer to move to Waterfront and examine and explore Waterfront 1: Zombie Minion
Zombie Minion:
RotR
Henchman 2
Type: Monster
Traits:
Undead
Zombie
To Defeat:
Combat 9
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.
(No cards in hand.)
Banishing Aqueous Orb to recovery
Combat 8:1d10 + 4 + 3d6 ⇒ (8) + 4 + (1, 4, 2) = 19
Bandit is banished. Waterfront is closed. (No cards in hand.)
Ending turn. Recovery: Fiery Glare, Augury, Aqueous Orb are recharged. Resetting hand
Today's Horoscope: When the moon is in Sarenrae, burn the axe and hide the pick. Practice how to dogpaddle, for neither the dead nor the thief can escape the rising tide.
The undead will emerge if you tarry too long at the museum.
Celeste wrote:
Hand:Blessing of the Ancients (discard to bless, recharge if top blessing is Basic), Dazzle, Zae, Good Omen (banish to recovery for +3 to acquire/close/guard), Blessing of Pharasma (discard to bless/double bless if spell is cast), Life Drain, Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage),
Displayed: Deck: 9 Discard: 1 Buried: 1
Notes: Ask before using: Blessing of the Ancients; Blessing of Pharasma; Good Omen
Can use without asking: Blessing for villain/henchman/closing; Blessing for Boon 2; Good Omen for closing; Good Omen for Boon 2
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 4
Summary:
Throne Room 1, 2 are banished.
Throne Room is shuffled (contains Heavy Pick +1).
Throne Room 3, 4 (Shadow, Spectre) are on bottom of Throne Room.
Waterfront 1 is banished.
Waterfront is closed.
Mavaro must summon an Ancient Skeleton.
Harsk must summon an Ancient Skeleton.
Celeste is at Waterfront.
RotR
Henchman (monster) 1
Traits:
Goblin
To defeat:
Combat 8
Powers:
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close this location.
Discarding Sage's Journal for Melee Poison. Harsk recharges a card Combat 8:1d4 + 1d8 + 1d4 ⇒ (1) + (2) + (1) = 4
Banishing Sihedron Medallion to recovery to prevent 4 Combat damage
Burying Sage's Journal. Goblin Raider is banished
Recovery:
Arcane 9:1d10 + 4 ⇒ (10) + 4 = 14
Sihedron Medallion is recharged
Today's Horoscope: When the moon is in Torag, be envious of the goblin who would risk arrows and poison for a good book.
Celeste wrote:
Hand:Ring of Protection, Augury (banish to recovery to examine 3 cards at my location for a type, shuffle other types into location, recharge or reload any of the chosen type), Force Missile, Fiery Glare, Appleslayer,
Displayed: Deck: 12 Discard: 0 Buried: 1
Notes: Ask before using: Augury
Can use without asking:
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Blessing 1: Desna o'clock
Throne Room: Recharging Red Carriage to draw Blessing of the Starsong
Recharging Blessing of the Elements to examine Temple 1: Cure
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.
Exploring Throne Room 1: Ring of Protection
Ring of Protection:
RotR
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
Recharging Shy Ratani
CON 5:1d6 + 1d8 ⇒ (4) + (5) = 9
Ring of Protection is acquired
Ending turn. Recharging Blessing of the Starsong to examine Shadow Clock 1: Chain Mail
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.
Resetting hand
Today's Horoscope: When the moon is in Desna, trust a rogue to know where the most valuable jewelry is hidden.
Even in dark times, the temple priests will provide healing. Chains will be found at the clock tower.
Celeste wrote:
Hand:Ring of Protection, Augury (banish to recovery to examine 3 cards at my location for a type, shuffle other types into location, recharge or reload any of the chosen type), Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage), Force Missile, Sihedron Medallion, Fiery Glare, Appleslayer,
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: Ask before using: Augury
Can use without asking:
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 4
Summary:
Throne Room 1 is acquired.
Temple 1 (Cure) is known.
Shadow Clock 1 (Chain Mail) is known.
Gaining Hero Point
Upgrading Spell B Acid Jet into Spell 1 Augury
Starting at Throne Room
Celeste lingered at the museum in order to study a curious set of birds' bones. She looked up at the sky and frowned. "Sarenrae is in the shadow of the eclipse," said the sorcerer ominously. She did not elaborate; the augury was dire enough.
Celeste wrote:
Hand:Blessing of the Elements (discard to bless/recharge to bless if invoking Acid/Cold/Electricity/Fire/Poison), Sage's Journal, Red Carriage (while displayed prevent 1 local damage until start of Celeste's turn; bury to prevent all local damage), Force Missile, Sihedron Medallion, Fiery Glare, Shy Ratani,
Displayed: Deck: 10 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of the Elements
Can use without asking:
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
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.
Harsk discards Blessing of Milani DEX 8:3d8 ⇒ (5, 5, 7) = 17
Pit Trap is banished
Using Pit Trap to explore Robber Deck 4: Bunyip
Bunyip:
RotR
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Celeste cannot make a WIS 9 check
Banishing Force Missile to recovery, discarding Fiery Glare for Melee Poison, bunyip penalty
Combat 9+1=10:1d10 + 4 + 2d4 + 1d8 ⇒ (5) + 4 + (3, 3) + (4) = 19
Bunyip is banished
Discarding Blessing of the Ancients to examine Throne Room 2-1: Heavy Crossbow and explore Robber Deck 5: Skinsaw Cultist
Heavy Crossbow:
RotR
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
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.
Displaying and banishing Aqueous Orb to recovery, discarding Blessing of the Elements for Melee Poison, bunyip penalty
Combat 11+1=12:1d10 + 4 + 3d6 + 1d8 ⇒ (5) + 4 + (4, 5, 4) + (2) = 24
Skinsaw Cultist is banished
Today's Horoscope: When the moon is in Shelyn, beware the bunyip, but remember that your bite is more forceful. Watch your step when Milani is in conjunction. The last robber wields an ancient crossbow, so opt for underwater or melee combat.