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Sajan - Gimry's page

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Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

========================
Sajan starts his turn.
Hour: Blessing of the Gods
Hour Power:No effect.
Location: Courtyard
Location Power:Before any combat here, each character at this location must succeed at a Dexterity or Acrobatics 8 check or take 1d4 Combat damage.
Adventure Powers:
Scenario Powers:

  • Treat the henchman Bandit as the henchman Lamia Cultist.
  • When you attempt a check to acquire a boon, each other character at your location attempts a check to acquire it. The character whose result exceeds the difficulty by the largest amount acquires the boon (if there is a tie, those characters reroll), and each other character who attempted the check is dealt 1 point of Mental damage that cannot be reduced.

    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.

    Intelligence 5: 1d6 ⇒ 1

    Roll Details:

    Intelligence - 1d6

    At the end of my turn, I'll discard Earthbreaker when I reset, then heal it back with my Staff at the start of Zetha's turn

    Sajan wrote:

    HAND: Glaive, Mokmurian's Club, Deathbane Shield, Blessing of Gorum

    DISPLAYED:
    Deck: 19 | Discards: 0 | Bury Pile: 0
    Current Location: Courtyard
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☒+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    * Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Notes for Zetha: Good Omen to Recovery

    Sajan - Courtyard 2-3 remain
    Temple CLOSED
    Uliah - Thassilonian Dungeon 2-11 remain
    Wooden Bridge CLOSED
    Merisiel - Deeper Dungeons CLOSED
    Zetha - Warrens 1-6 remain // 1=Cyrdak Drokkus


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    OFF-TURN ACTIONS:
    Sajan has all cards in his discard pile healed: (Riftwarden, Blessing of Pharasma, Blessing of Milani). Deck shuffled.

    Acrobatics 8: 1d8 + 2 + 1d8 ⇒ (4) + 2 + (6) = 12

    Roll Details:

    Acrobatics - 1d8+2
    Blessed - 1d8

    Recharge Joke to bless

    Melee 6: 1d8 + 6 ⇒ (7) + 6 = 13

    Roll Details:

    Melee - 1d8+6

    I win the Warhammer and Uliah takes 1 Mental Damage

    ========================
    Sajan starts his turn.
    Hour: Blessing of Gorum
    Hour Power:No effect.
    Location: Courtyard
    Location Power:Before any combat here, each character at this location must succeed at a Dexterity or Acrobatics 8 check or take 1d4 Combat damage.
    Adventure Powers:
    Scenario Powers:

  • Treat the henchman Bandit as the henchman Lamia Cultist.
  • When you attempt a check to acquire a boon, each other character at your location attempts a check to acquire it. The character whose result exceeds the difficulty by the largest amount acquires the boon (if there is a tie, those characters reroll), and each other character who attempted the check is dealt 1 point of Mental damage that cannot be reduced.

    Rat Swarm:

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

    Acrobatics 8: 1d8 + 2 + 1d8 ⇒ (5) + 2 + (1) = 8

    Roll Details:

    Acrobatics - 1d8+2
    Blessed - 1d8

    Recharge Lord in Iron to bless
    Uliah needs to make an Acro 8 check or take damage

    Combat 8(12): 1d8 + 6 + 1d8 + 1d6 + 1 ⇒ (5) + 6 + (8) + (1) + 1 = 21

    Roll Details:

    Combat(Melee) - 1d8+6
    Warhammer - 1d8
    Discard - 1d6
    Banner of Ancient Kings - 1

    Use Staff to heal Warhammer

    Sajan has all cards in his discard pile healed: (Warhammer). Deck shuffled.

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Staff of Minor Healing, Blessing of Gorum, Gorum's Iron

    DISPLAYED:
    Deck: 18 | Discards: 0 | Bury Pile: 0
    Current Location: Courtyard
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☒+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    * Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Notes for Uliah: Needs to make an Acro 8 check

    Sajan, Uliah - Courtyard 2-4 remain
    Temple CLOSED
    Thassilonian Dungeon 1-11 remain
    Wooden Bridge CLOSED
    Merisiel - Deeper Dungeons 2-11 remain
    Zetha - Warrens 1-8 remain // 1=Longbow


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    OFF-TURN ACTIONS:
    Discard Milani for Merisiel
    Acrobatics 10: 1d8 + 2 ⇒ (8) + 2 = 10

    Roll Details:

    Acrobatics - 1d8+2

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Courtyard
    Location Power:Before any combat here, each character at this location must succeed at a Dexterity or Acrobatics 8 check or take 1d4 Combat damage.
    Adventure Powers:
    Scenario Powers:

  • Treat the henchman Bandit as the henchman Lamia Cultist.
  • When you attempt a check to acquire a boon, each other character at your location attempts a check to acquire it. The character whose result exceeds the difficulty by the largest amount acquires the boon (if there is a tie, those characters reroll), and each other character who attempted the check is dealt 1 point of Mental damage that cannot be reduced.

    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.

    Acrobatics 8: 1d8 + 2 ⇒ (6) + 2 = 8

    Roll Details:

    Acrobatics - 1d8+2

    Combat 9: 1d8 + 6 + 1d10 + 2 + 1 ⇒ (6) + 6 + (5) + 2 + 1 = 20

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Banner of Ancient Kings - 1

    Force Reroll
    Combat 9: 1d8 + 6 + 1d10 + 2 + 1 ⇒ (6) + 6 + (4) + 2 + 1 = 19
    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Banner of Ancient Kings - 1

    Mokmurian's Blessing: 1d3 ⇒ 1 -> Recharge Gorum

    Discard Pharasma to explore again

    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.

    Wisdom 7: 1d8 + 1 + 1d8 ⇒ (4) + 1 + (2) = 7

    Roll Details:

    Wisdom - 1d8+1
    Blessed - 1d8

    Recharge Desnas Freedom to bless
    Use Staff to heal
    Sajan is healed for 1: (Glaive). Deck shuffled.

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Staff of Minor Healing (2), Our Lord in Iron, The Joke

    DISPLAYED:
    Deck: 14 | Discards: 3 | Bury Pile: 0
    Current Location: Courtyard
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☒+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    * Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Sajan - Courtyard 4-8 remain
    Uliah - Temple CLOSED
    Thassilonian Dungeon 1-10 remain
    Merisiel - Wooden Bridge CLOSED
    Deeper Dungeons 1-10 remain
    Zetha - Warrens 1-8 remain


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Irori
    Hour Power:No effect.
    Location: Courtyard
    Location Power:Before any combat here, each character at this location must succeed at a Dexterity or Acrobatics 8 check or take 1d4 Combat damage.
    Adventure Powers:
    Scenario Powers:

  • Treat the henchman Bandit as the henchman Lamia Cultist.
  • When you attempt a check to acquire a boon, each other character at your location attempts a check to acquire it. The character whose result exceeds the difficulty by the largest amount acquires the boon (if there is a tie, those characters reroll), and each other character who attempted the check is dealt 1
    oint of Mental damage that cannot be reduced.

    Deathbane Shield:

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

    Fortitude 6: 1d6 + 2 ⇒ (5) + 2 = 7

    Roll Details:

    Fortitude - 1d6+2

    Discard Riftwarden to explore

    Glaive:

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

    Melee 9: 1d8 + 6 ⇒ (5) + 6 = 11

    Roll Details:

    Melee - 1d8+6

    When I reset, discard Glaive and recharge Shield

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Blessing of Milani, Blessing of Pharasma, Desna's Freedom

    DISPLAYED:
    Deck: 13 | Discards: 3 | Bury Pile: 0
    Current Location: Courtyard
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☒+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Sajan - Courtyard 3-10 remain
    Uliah - Temple 1-10 remain
    Thassilonian Dungeon 1-10 remain
    Merisiel - Wooden Bridge 1-10 remain // Lamia Cultist
    Deeper Dungeons 1-10 remain
    Zetha - Warrens 1-10 remain


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Start at Courtyard

    Sajan wrote:

    HAND: Mokmurian's Club, Riftwarden, Blessing of Gorum, Blessing of Milani, Desna's Freedom

    DISPLAYED:
    Deck: 14 | Discards: 0 | Bury Pile: 0
    Current Location: Courtyard
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☒+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Sajan - Courtyard 1-10 remain
    Uliah - Temple 1-10 remain
    Thassilonian Dungeon 1-10 remain
    Merisiel - Wooden Bridge 1-10 remain
    Deeper Dungeons 1-10 remain
    Zetha - Warrens 1-10 remain


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    I'll grab one of the Item 4s so that Merisiel can have the Weapon 4 which both of our draws can be Spells for Uliah.

    Hero Point
    Skill Feat: Wis

    Upgrades
    Item 4


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Pharasma
    Hour Power:No effect.
    Location: Glassworks
    Location Power:If you fail a check, discard the top card of your deck.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Undead Poisoner:

    SoRu
    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.

    Auto Fail the BYA
    Bury: 1d4 - 1 ⇒ (3) - 1 = 2

    Combat 18: 1d8 + 6 + 1d10 + 2 + 1d8 + 1d8 ⇒ (5) + 6 + (6) + 2 + (8) + (3) = 30

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Double Blessed - 1d8+1d8

    Use Uliah Blessing of the Lord in Iron

    Mokmurian's Blessing: 1d4 ⇒ 4 -> Amulet of Mighty Fists

    Perception 6: 1d8 + 1 + 1d8 + 1d8 ⇒ (6) + 1 + (8) + (2) = 17

    Roll Details:

    Perception - 1d8+1
    Double Blessed - 1d8+1d8

    Recharge Milani to bless

    Sajan wrote:

    HAND: Mokmurian's Club, Magic Full Plate, Ascetic's Belt, Gorum's Iron, The Joke

    DISPLAYED:
    Deck: 9 | Discards: 3 | Bury Pile: 4
    Current Location: Glassworks
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh

    Notes for Uliah: Used Blessing of the Lord In Iron

    Uliah - Desecrated Vault 3-6 remain // 3=Troll, 4=Undead Poisoner, 5=Greater Luckstone
    Merisiel - General Store CLOSED 2-4 remain // All Items
    Zetha - Junk Beach CLOSED 1-2 remain // All Items
    Sajan - Glassworks CLOSED
    Warrens CLOSED
    Mill CLOSED


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Abadar
    Hour Power:No effect.
    Location: Glassworks
    Location Power:If you fail a check, discard the top card of your deck.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    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.

    Wisdom 4: 1d8 ⇒ 5

    Roll Details:

    Wisdom - 1d8

    Banish Detect Evil to examine

    Ghost:

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

    Combat 12: 1d8 + 6 + 1d10 + 2 ⇒ (8) + 6 + (2) + 2 = 18

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2

    Mokmurian's Blessing: 1d3 ⇒ 2
    Recharge Hellknight

    Discard Naval Hero to explore again

    Blessing of the Gods:

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

    Auto acquire

    Discard to explore again

    Undead Poisoner:

    SoRu
    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.

    Fortitude 9: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (5) = 11

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Use Zetha's Sivanah to bless

    Combat 18: 1d8 + 6 + 1d10 + 2 + 1d10 ⇒ (5) + 6 + (2) + 2 + (4) = 19

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Mokmurian's Club (Powerup) - 1d10

    Mokmurian's Blessing: 1d5 ⇒ 2
    Recharge Gorum

    Perception 6: 1d8 + 1 + 1d8 ⇒ (5) + 1 + (5) = 11

    Roll Details:

    Perception - 1d8+1
    Blessed - 1d8

    Use Uliahs Abadar to bless (Recharges)

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Magic Full Plate, Amulet of Fiery Fists, Blessing of Milani

    DISPLAYED:
    Deck: 10 | Discards: 4 | Bury Pile: 2
    Current Location: Glassworks
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh

    Notes for Uliah: Blessing of Abadar (Level 2)
    Notes for Zetha: Blessing of Sivanah

    Uliah - Desecrated Vault 3-7 remain // 3=Hell Hound, 4=Tome of Knowledge, 5=Troll
    Merisiel - General Store CLOSED 2-5 remain // All Items
    Junk Beach 3-6 remain // Hag, Explosive Runes
    Sajan - Glassworks CLOSED
    Zetha - Warrens 1-4 remain // 1=Fallen Bell, 3=Goblin Commando, 4=Sneak
    Mill CLOSED


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    It's not for the win, so I'm just going to roll for it

    Perception 6: 1d8 + 1 ⇒ (3) + 1 = 4

    Roll Details:

    Perception - 1d8+1


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    OFF-TURN ACTIONS:
    Examine top of deck - Giantbane Greataxe. Recharge it

    ========================
    Sajan starts his turn.
    Hour: Blessing of Irori
    Hour Power:No effect.
    Location: Junk Beach
    Location Power:When you acquire an item, you may banish it to draw a random item from the box.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Merisiel may examine their deck

    Move to Glassworks

    Tickwood Boar:

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

    Wisdom 7: 1d8 ⇒ 7

    Roll Details:

    Wisdom - 1d8

    Can't fail an 8 with 2 die + 8

    Mokmurian's Blessing: 1d2 ⇒ 2-> Recharge Blessing of Pharasma

    Discard Hellknight to explore again

    Potion of Energy Resistance:

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

    Intelligence 4: 1d6 ⇒ 3

    Roll Details:

    Intelligence - 1d6

    Sajan wrote:

    HAND: Mokmurian's Club, Magic Full Plate, Amulet of Mighty Fists, Naval Hero, Blessing of Gorum

    DISPLAYED:
    Deck: 11 | Discards: 2 | Bury Pile: 2
    Current Location: Glassworks
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh

    Notes for Merisiel: Merisiel may examine top of their deck and recharge it if they wish.

    Desecrated Vault 1-7 remain
    Uliah - General Store CLOSED 1-5 remain // 5 Random Items (Random Item 1 already taken)
    Merisiel - Junk Beach 3-6 remain // Hag, Explosive Runes
    Sajan - Glassworks 3-10 remain
    Zetha - Warrens 1-4 remain // 1=Fallen Bell, 3=Goblin Commando, 4=Sneak
    Mill CLOSED


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Erastil
    Hour Power:No effect.
    Location: Mill
    Location Power:Add 2 to your checks with the Slashing trait.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Move to Junk Beach

    Magic Full Plate:

    RotR
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    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.

    Fortitude 6: 1d6 + 2 ⇒ (6) + 2 = 8

    Roll Details:

    Fortitude - 1d6+2

    Discard Pharasma to explore again

    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.

    Intelligence 6: 1d6 ⇒ 2

    Roll Details:

    Intelligence - 1d6

    Sajan wrote:

    HAND: Mokmurian's Club, Magic Full Plate, Amulet of Mighty Fists, Hellknight of the Nail, Blessing of Gorum

    DISPLAYED:
    Deck: 11 | Discards: 2 | Bury Pile: 2
    Current Location: Junk Beach
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Desecrated Vault 1-7 remain
    Uliah - General Store 3-6 remain
    Merisiel, Sajan - Junk Beach 4-9 remain // Hag, Explosive Runes
    Glassworks 1-10 remain
    Zetha - Warrens 1-6 remain // 5=Goblin Commando, 6=Sneak
    Mill CLOSED


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Desecrated Vault
    Location Power:If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Examine top of deck - Gorum. Keep on top

    Move back to Mill

    Goblin Pyro:

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

    Can't fail 8 with 2 dice + 10
    Use power to prevent damage

    Discard Riftwarden to explore again

    Undead Poisoner:

    SoRu
    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.

    Fortitude 9: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Use Our Lord In Iron to bless

    Bury: 1d4 - 1 ⇒ (4) - 1 = 3

    Combat 18: 1d8 + 6 + 1d10 + 2 + 1d8 + 2 ⇒ (8) + 6 + (10) + 2 + (1) + 2 = 29

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Blessed - 1d8
    Location Power - 2

    Use The Keep to Bless
    Mokmurian's Blessing: 1d2 ⇒ 2
    Recharge Our Lord In Iron

    Acrobatics 8: 1d8 + 2 + 1d8 ⇒ (7) + 2 + (1) = 10

    Roll Details:

    Acrobatics - 1d8+2
    Blessed - 1d8

    Use Blessing of Iomedae

    Sajan wrote:

    HAND: Mokmurian's Club, Amulet of Mighty Fists, Hellknight of the Nail, Blessing of Gorum, Blessing of Pharasma

    DISPLAYED:
    Deck: 11 | Discards: 1 | Bury Pile: 2
    Current Location: Mill
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh

    Notes for Uliah: Used The Keep
    Notes for Zetha: needs to make a Wis 8 check or be moved to Desecrated Vault
    Used Blessing of Iomedae

    Uliah - Desecrated Vault 4-10 remain
    Merisiel - General Store 5-10 remain
    Junk Beach 1-9 remain // Hag, Explosive Runes
    Glassworks 1-10 remain
    Zetha - Warrens 1-8 remain // 7=Goblin Commando, 8=Sneak
    Sajan - Mill CLOSED


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    OFF-TURN ACTIONS:
    Wisdom 8: 1d8 ⇒ 7

    Roll Details:

    Wisdom - 1d8

    Move to Desecrated Vault

    Sajan wrote:

    HAND: Mokmurian's Club, Staff of Minor Healing, Thieves' Tools, Riftwarden, Our Lord in Iron

    DISPLAYED:
    Deck: 14 | Discards: 0 | Bury Pile: 0
    Current Location: Desecrated Vault
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Norgorber
    Hour Power:No effect.
    Location: Mill
    Location Power:Add 2 to your checks with the Slashing trait.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Mercenary:

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

    Combat 14(10+4): 1d8 + 6 + 1d10 + 2 + 1d10 + 1d8 ⇒ (6) + 6 + (8) + 2 + (6) + (2) = 30

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Mokmurian's Club (Powerup) - 1d10
    Blessed - 1d8

    Discard Cayden Cailean to powerup Club
    Recharge Gorums Iron to bless
    Mokmurian's Blessing - recharge Cayden Cailean

    Discard Desna's Freedom to explore again

    Zombie Horde:

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

    [spoiler=Zombie Minion]
    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.

    Cannot fail a Combat 9 with 2 dice + 8
    Mokmurian's Blessing - recharge Desnas Freedom

    Sajan wrote:

    HAND: Mokmurian's Club, Staff of Minor Healing, Thieves' Tools, Riftwarden, Our Lord in Iron

    DISPLAYED:
    Deck: 14 | Discards: 0 | Bury Pile: 0
    Current Location: Mill
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh

    Notes for Uliah: Encounter a Zombie Minion
    Notes for Zetha: Encounter a Zombie Minion
    Notes for Merisiel: Encounter a Zombie Minion

    Uliah - Desecrated Vault 1-10 remain
    General Store 1-10 remain
    Merisiel - Junk Beach 1-7, 9-10 remain // Hag, Explosive Runes
    Glassworks 1-10 remain
    Zetha - Warrens 1-10 remain
    Sajan - Mill 3-10 remain // Assuming everyone defeats their Minion, otherwise this location is shuffled with 2-10


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Start at Mill

    Sajan wrote:

    HAND: Mokmurian's Club, Thieves' Tools, Blessing of Cayden Cailean, Desna's Freedom, Gorum's Iron

    DISPLAYED:
    Deck: 14 | Discards: 0 | Bury Pile: 0
    Current Location: Mill
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Desecrated Vault 1-10 remain
    General Store 1-10 remain
    Junk Beach 1-10 remain
    Glassworks 1-10 remain
    Warrens 1-10 remain
    Sajan - Mill 1-10 remain


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Hero Point
    Card Feat - Item

    Upgrades
    Blessing 3: 1d1000 ⇒ 86
    Item 3: 1d1000 ⇒ 271


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Gozreh
    Hour Power:No effect.
    Location: Warrens
    Location Power:When you encounter a monster, put a random monster from the box on top of another random open location deck.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Use Staff of Minor Healing

    Sajan has all cards in his discard pile healed: (Blessing of Norgorber). Deck shuffled.

    Bear:

    RotR
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Discard this card to add 2d4 to your combat check.
    Discard this card to explore your location.

    Auto Fail this

    Discard Orison to explore

    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.

    Put a Random Monster on top of the Apothecary

    Combat 14(16-2): 1d8 + 6 + 1d10 + 2 + 1d8 + 1d6 + 1 ⇒ (1) + 6 + (4) + 2 + (7) + (2) + 1 = 23

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Troll Fire - 1d8
    Scenario Power - 1d6
    Banner of Ancient Kings - 1

    Bury the Joke for the Scenario Power

    Mokmurian's Blessing: Recharge Orison

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Amulet of Mighty Fists, Naval Hero, Hellknight of the Nail

    DISPLAYED:
    Deck: 11 | Discards: 0 | Bury Pile: 3
    Current Location: Warrens
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).
    For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.

    Deeper Dungeons CLOSED
    Merisiel, - General Store CLOSED 3 remain // Potion of Gracefulness
    Treacherous Cave CLOSED
    Sajan, Uliah - Warrens 4-5 remain // Harpy
    Giant Lair CLOSED
    Zetha - Apothecary 1+1 remain // Add Random Monster to top of Location


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Merchant:

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

    Auto Fail this

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Amulet of Mighty Fists, Staff of Minor Healing, Orison

    DISPLAYED:
    Deck: 11 | Discards: 1 | Bury Pile: 2
    Current Location: Warrens
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).
    For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.

    Notes for Uliah: On Merisiel's turn: you may examine top card of your own deck and recharge it if you wish

    Deeper Dungeons CLOSED
    Merisiel, Uliah - General Store CLOSED 1-3 remain // Wand of Scorching Ray, Potion of Ruggedness, and Potion of Gracefulness
    Treacherous Cave CLOSED
    Sajan - Warrens 2-6 remain // Harpy
    Giant Lair CLOSED
    Zetha - Apothecary 1-2 remain


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Gorum
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Enchanter:

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

    Use Power to prevent BYA Damage

    Combat 12(8+4): 1d8 + 6 + 1d10 + 2 + 1 ⇒ (3) + 6 + (10) + 2 + 1 = 22

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Banner of Ancient Kings - 1

    User Power to prevent AYA Damage

    Mokmurian's Blessing: 1d2 ⇒ 1
    Recharge Riftwarden

    Discard Desna's Freedom to explore again

    Tyrant Troll:

    SoRu
    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.

    Combat 17(15+2): 1d8 + 6 + 1d10 + 2 + 1d8 + 1d6 + 1 ⇒ (8) + 6 + (1) + 2 + (5) + (2) + 1 = 25

    Roll Details:

    Combat(Melee) - 1d8+6
    Mokmurian's Club - 1d10+2
    Troll Fire - 1d8
    Scenario Power - 1d6
    Banner of Ancient Kings - 1

    Bury Thieves Tools to Add Fire to Check

    Mokmurian's Blessing: 1d2 ⇒ 2
    Recharge Desna's Freedom

    Melee 10: 1d8 + 6 + 1d8 ⇒ (3) + 6 + (8) = 17

    Roll Details:

    Melee - 1d8+6
    Blessed - 1d8

    Recharge Gorums Iron to bless

    Giant Lair closed

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Amulet of Mighty Fists, Staff of Minor Healing, Orison

    DISPLAYED:
    Deck: 11 | Discards: 1 | Bury Pile: 2
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).
    For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.

    Notes for Zetha: Zetha may examine top card of their own deck and then recharge if they wish (at the start of Merisiel's turn)
    Gave Headband of Alluring Charisma 2 to Zetha

    Deeper Dungeons CLOSED
    Merisiel - General Store 4-5, 7-10 remain // Ghost, Myriana, Potion of Healing
    Uliah - Treacherous Cave CLOSED
    Warrens 1-6 remain // Harpy
    Sajan - Giant Lair CLOSED
    Zetha - Apothecary 2-6 remain


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Yeth Hound:

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

    Wisdom 6: 1d8 ⇒ 5

    Roll Details:

    Wisdom - 1d8

    Combat 10(9+1): 1d8 + 6 + 1d12 + 1 ⇒ (1) + 6 + (9) + 1 = 17

    Roll Details:

    Combat(Melee) - 1d8+6
    Earthbreaker - 1d12
    Banner of Ancient Kings - 1

    Discard Riftwarden to explore again

    Blessing of Norgorber:

    RotR
    Blessing 3
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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.

    Divine 6(5+1): 1d4 + 1d4 ⇒ (3) + (4) = 7

    Roll Details:

    Divine - 1d4
    Blessed - 1d4

    Recharge the Joke to bless

    Discard Norgorber to explore again

    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.

    Auto Fail this

    Sajan wrote:

    HAND: Earthbreaker, Mokmurian's Club, Amulet of Mighty Fists, Desna's Freedom, Gorum's Iron

    DISPLAYED:
    Deck: 11 | Discards: 2 | Bury Pile: 1
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Deeper Dungeons CLOSED
    General Store 1-10 remain
    Uliah - Treacherous Cave 2, 4-8 remain // 2=Troll, move it to bottom of location
    Warrens 1-6 remain // Harpy
    Sajan - Giant Lair 4-8 remain
    Zetha, Merisiel - Apothecary 2-6 remain


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Pharasma
    Hour Power:No effect.
    Location: Deeper Dungeons
    Location Power:The difficulty of combat checks is increased by 1.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Move to Giant Lair

    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.

    Auto fail this

    Discard Naval Hero to explore again

    Magic Chain Mail:

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

    Auto Fail this

    Use my staff to heal
    Sajan has all cards in his discard pile healed: (Naval Hero). Deck shuffled.

    Sajan wrote:

    HAND: Earthbreaker, Riftwarden, Gorum's Iron, Desna's Freedom, The Joke

    DISPLAYED:
    Deck: 12 | Discards: 0 | Bury Pile: 1
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Deeper Dungeons CLOSED
    General Store 1-10 remain
    Uliah - Treacherous Cave 3-10 remain // 3=Troll, 4=Arcane Lock; Swap so Arcane Lock is on top
    Merisiel - Warrens 5-10 remain // Harpy
    Sajan - Giant Lair 3-10 remain
    Zetha - Apothecary Random Monster 1, then 1-6 remain // henchman banished


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Deeper Dungeons
    Location Power:The difficulty of combat checks is increased by 1.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:At the start of your turn, you may examine the top card of a deck of another character at your location, then you may put it on the bottom of that character’s deck.
  • On your combat check, you may bury the top card of your deck to add 1d6 and the Acid or Fire trait.”

    Tyrant Troll:

    SoRu
    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.

    Combat 16(15+1): 1d8 + 6 + 1d12 + 1d6 + 1d8 ⇒ (8) + 6 + (12) + (5) + (1) = 32

    Roll Details:

    Combat(Melee) - 1d8+6
    Earthbreaker - 1d12
    Scenario Power - 1d6
    Troll Fire - 1d8

    Bury Blessing of Pharasma for scenario power

    Fortitude 8: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (4) = 9

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Recharge Orison to bless

    Sajan wrote:

    HAND: Earthbreaker, Staff of Minor Healing, Naval Hero, Desna's Freedom, The Joke

    DISPLAYED:
    Deck: 12 | Discards: 0 | Bury Pile: 1
    Current Location: Deeper Dungeons
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Sajan - Deeper Dungeons CLOSED
    General Store
    Uliah - Treacherous Cave
    Merisiel - Warrens
    Giant Lair
    Zetha - Apothecary


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    The Rise of the Runelords Sajan doesn't use weapons. I think that might be the only one, but since it was the first Sajan, it just kinda sticks in people mind.


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Start at Deeper Dungeons

    Sajan wrote:

    HAND: Earthbreaker, Staff of Minor Healing, Naval Hero, Orison, The Joke

    DISPLAYED:
    Deck: 13 | Discards: 0 | Bury Pile: 0
    Current Location: Deeper Dungeons
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☒ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Hero Point
    Power Feat: Or Any damage

    Upgrades
    I actually do care about weapons, but I'm fine letting the Merisiel taking the 3 and Zetha taking the 4 and I'll take the Loot weapon.


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    OFF-TURN ACTIONS:
    Missed Stone Golem Damage: 1d4 ⇒ 1
    Power reduces damage to 0

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:The difficulty of checks to acquire is increased by 2.”

    Move to Prison

    Zetha can banish cure to guard Thassilonian Library

    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.

    Fortitude 8: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Use Orison to bless

    Use Paizo Reroll on a d6
    Fortitude 8: 1d6 + 2 + 4 ⇒ (4) + 2 + 4 = 10

    Bury Shock Glaive

    Combat 18(20-2): 1d8 + 6 + 1d12 + 1 + 1d8 + 1 ⇒ (2) + 6 + (1) + 1 + (7) + 1 = 18

    Roll Details:

    Combat(Melee) - 1d8+6
    Giantbane Greataxe - 1d12+1
    Giantbane Greataxe (Giant) - 1d8
    Banner of Ancient Kings - 1

    Combat 22(24-2): 1d8 + 6 + 1d12 + 1 + 1d8 + 1d8 + 1 ⇒ (4) + 6 + (11) + 1 + (1) + (1) + 1 = 25

    Roll Details:

    Combat(Melee) - 1d8+6
    Giantbane Greataxe - 1d12+1
    Giantbane Greataxe (Giant) - 1d8
    Blessed - 1d8
    Banner of Ancient Kings - 1

    Use Uliahs Abadar to bless

    We Win!


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Iomedae
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:The difficulty of checks to acquire is increased by 2.”

    Stone Golem:

    SoRu
    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.

    Auto Fail BYA

    Combat 22(20+2): 1d8 + 6 + 1d12 + 1 + 1d8 + 1 ⇒ (7) + 6 + (6) + 1 + (3) + 1 = 24

    Roll Details:

    Combat(Melee) - 1d8+6
    Giantbane Greataxe - 1d12+1
    Giantbane Greataxe (Giant) - 1d8
    Banner of Ancient Kings - 1

    Melee 10: 1d8 + 6 + 1d8 ⇒ (7) + 6 + (3) = 16

    Roll Details:

    Melee - 1d8+6
    Blessed - 1d8

    Recharge Cayden Cailean to bless

    Lair Closed

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Thieves' Tools, Blessing of Gorum, Orison

    DISPLAYED:
    Deck: 12 | Discards: 1 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
  • Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).
  • For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.

    Uliah - Apothecary 1-10 remain // 1=Henchman (Stone Golem)
    Sajan - Giant Lair CLOSED
    Warrens CLOSED
    Merisiel - Courtyard 3-7 remain
    Zetha - Thassilonian Library 1-5 remain
    Prison 1-9 remain // 1=Villain (Mokmurian)


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Iomedae
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:The difficulty of checks to acquire is increased by 2.”

    Start of turn use Staff to heal myself
    Sajan has all cards in his discard pile healed: (Orison). Deck shuffled.

    Ogrekin:

    RotR
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.

    It would appear Uliah and I interrupted an Ogrekin convention at the Giant Lair. I mean where else would a group of Ogrekin meet?

    BYA: 1d4 ⇒ 2

    Combat 15(13+2): 1d8 + 6 + 1d12 + 1 + 1d8 ⇒ (4) + 6 + (9) + 1 + (2) = 22

    Roll Details:

    Combat(Melee) - 1d8+6
    Giantbane Greataxe - 1d12+1
    Giantbane Greataxe (Giant) - 1d8

    We know the next card is the Henchman, so I don't want to spend my blessing to explore. I should be able to handle the fight/close next turn

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Thieves' Tools, Blessing of Milani, Blessing of Cayden Cailean

    DISPLAYED:
    Deck: 13 | Discards: 0 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair 4-5 remain // 4=Henchman, 5=Muck Graul
    Warrens CLOSED
    Merisiel - Courtyard 4-10 remain
    Zetha - Thassilonian Library 1-7 remain
    Prison 1-9 remain // 1=Villain (Mokmurian)


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Lamashtu
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:The difficulty of checks to acquire is increased by 2.”

    Top of Giant Lair is Random Monster 1

    Muck Graul:

    RotR
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

    Combat 15: 1d8 + 6 + 1d10 + 1d4 + 1d8 ⇒ (4) + 6 + (6) + (2) + (1) = 19

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4
    Blessed - 1d8

    Recharge Joke to bless

    No Fire, so undefeated

    Random Char 1-S, 2-U: 1d2 ⇒ 1 -> Sajan again

    Combat 15: 1d8 + 6 + 1d10 + 1d4 + 1d8 ⇒ (8) + 6 + (9) + (4) + (4) = 31

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4
    Blessed - 1d8

    Recharge Pharasma to bless

    Muck Graul gets recharged into the Giant Lair

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Thieves' Tools, Staff of Minor Healing, Blessing of Milani

    DISPLAYED:
    Deck: 12 | Discards: 1 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair 4-7, Muck Graul remain // Muck Graul is on bottom
    Merisiel - Warrens CLOSED
    Courtyard 1-10 remain
    Thassilonian Library 1-11 remain
    Zetha - Prison 1-9 remain // 1=Villain (Mokmurian)


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Irori
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:The difficulty of checks to acquire is increased by 2.”

    Wand of Shield:

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

    Auto Fail this

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Thieves' Tools, Blessing of Pharasma, The Joke

    DISPLAYED:
    Deck: 12 | Discards: 1 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Apothecary 1-10 remain
    Sajan, Uliah - Giant Lair 3-9 remain
    Merisiel - Warrens 2-8 remain
    Courtyard 1-10 remain
    Thassilonian Library 1-11 remain
    Zetha - Prison 1-9 remain // 1=Villain (Mokmurian)


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Giant Lair
    Location Power:The difficulty to defeat monsters with the Giant trait is increased by 2.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules:The difficulty of checks to acquire is increased by 2.”

    Circles of Binding:

    RotR
    Barrier 4
    Traits:
    Obstacle
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
    If you did not find a monster, banish this card.

    Wisdom 13: 1d8 + 1d8 + 1d8 ⇒ (6) + (4) + (2) = 12

    Roll Details:

    Wisdom - 1d8
    Double Blessed - 1d8+1d8

    Paizo Reroll a d8

    Wisdom 13: 6 + 4 + 1d8 ⇒ 6 + 4 + (2) = 12
    Examine Deck - Card 2 in Goblin Commando, so it goes on top with the Circles of Binding under it

    Discard Orison to explore

    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.

    Power prevents 1 Combat damage

    Combat 9: 1d8 + 6 + 1d10 + 1d4 ⇒ (6) + 6 + (3) + (3) = 18

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Thieves' Tools, Blessing of Pharasma, Gorum's Iron

    DISPLAYED:
    Deck: 12 | Discards: 1 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh

    Notes for Zetha: Used Blessing of Abadar

    Apothecary 1-10 remain
    Sajan - Giant Lair 1, 3-10 remain // 1- Circles of Binding, 3-10 shuffled
    Merisiel - Warrens 3-10 remain
    Courtyard 1-10 remain
    Thassilonian Library Random Monster 1, then 1-10 remain // Random Monster 1 is on top
    Zetha, Uliah - Prison 1-10 remain


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Start at Giant Lair

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Blessing of Pharasma, Gorum's Iron, Orison

    DISPLAYED:
    Deck: 13 | Discards: 0 | Bury Pile: 0
    Current Location: Giant Lair
    Hero Points: 2
    Accessory Reroll Status: Used
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Hero Point
    Card Feat: Weapon

    Upgrades
    Ally 3: 1d1000 ⇒ 902


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Deeper Dungeons
    Location Power:The difficulty of combat checks is increased by 1.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”

    Move to the Dam

    Fungal Savage:

    SoRu
    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.

    BYAs of others is irrelevant

    Fortitude 7: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (5) = 13

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Combat 17: 1d8 + 6 + 1d10 + 1d4 + 1d8 ⇒ (1) + 6 + (4) + (1) + (7) = 19

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4
    Blessed - 1d8

    We Win!


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Deeper Dungeons
    Location Power:The difficulty of combat checks is increased by 1.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”

    I should be at the Deeper Dungeons and not the Wooden Bridge

    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.

    Poison Trap: 5 + 1d6 + 3 ⇒ 5 + (2) + 3 = 10

    Dexterity 10: 1d8 + 1d12 ⇒ (1) + (2) = 3

    Roll Details:

    Dexterity - 1d8
    Iomedae's Justice - 1d12

    Use Uliahs Iomedae's Justice

    Hero Point that

    Dexterity 10: 1d8 + 1d12 ⇒ (8) + (8) = 16

    Roll Details:

    Dexterity - 1d8
    Iomedae's Justice - 1d12

    Fortitude 8: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (1) = 6

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Recharge Gorum to bless

    Paizo Reroll the second d6
    Fortitude 8: 3 + 2 + 1d6 ⇒ 3 + 2 + (6) = 11

    Sajan wrote:

    HAND: Shock Glaive, Amulet of Fiery Fists, Amulet of Mighty Fists, Blessing of Milani, Gorum's Iron

    DISPLAYED:
    Deck: 7 | Discards: 5 | Bury Pile: 0
    Current Location: Deeper Dungeons
    Hero Points: 2
    Accessory Reroll Status: Used
    NOTES:

    DECK, DISCARDS, AND BURIED:

    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Notes for Uliah: Used Iomedae's Justice (Level 1)

    Zetha - Dam 1-10 remain // 1=Poison Trap, ?=Fungal Savage (villain!)
    Uliah, Merisiel - Nettlemaze 1, 3-4, 6-8 remain // Poison Trap
    Wooden Bridge CLOSED
    Warrens CLOSED
    Shrine to Lamashtu CLOSED
    Sajan - Deeper Dungeons CLOSED


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Torag
    Hour Power:No effect.
    Location: Wooden Bridge
    Location Power:You may discard 2 cards to evade an encounter.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”

    Move back to the Deeper Dungeons

    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.

    Skinsaw Cultist:

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

    Combat 12(11+1): 1d8 + 6 + 1d10 + 1d4 + 1 ⇒ (5) + 6 + (10) + (3) + 1 = 25

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4
    Banner of Ancient Kings - 1

    Discard Quartermaster to explore again

    Faceless Stalker:

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

    Wisdom 7: 1d8 ⇒ 6

    Roll Details:

    Wisdom - 1d8

    Combat 15(12+2+1): 1d8 + 6 + 1d10 + 1d4 + 1d8 + 1 ⇒ (7) + 6 + (9) + (3) + (2) + 1 = 28

    Roll Details:

    Combat(Melee) - 1d8+6
    Shock Glaive - 1d10+1d4
    Blessed - 1d8
    Banner of Ancient Kings - 1

    Recharge Orison to bless

    Discard Riftwarden to explore again

    Mirror Image:

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

    Intelligence 6: 1d6 ⇒ 2

    Roll Details:

    Intelligence - 1d6

    Sajan wrote:

    HAND: Shock Glaive, Amulet of Fiery Fists, Amulet of Mighty Fists, Blessing of Gorum, Gorum's Iron

    DISPLAYED:
    Deck: 7 | Discards: 5 | Bury Pile: 0
    Current Location: Deeper Dungeons
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:

    DECK, DISCARDS, AND BURIED:

    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Zetha - Dam 1-11 remain // Fungal Savage (villain!)
    Uliah - Nettlemaze 2-9 remain
    Wooden Bridge CLOSED
    Merisiel - Warrens CLOSED
    Shrine to Lamashtu CLOSED
    Sajan - Deeper Dungeons 4-8 remain


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Fortitude 8: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (6) = 13

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Recharge the Joke

    Auto Fail the BYA

    Random Location: 1d6 ⇒ 3

    End up at the Wooden Bridge!

    I'll take the First Fort Check

    Fortitude 7: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6

    Recharge Pharasma

    AYA Recharge: 1d3 ⇒ 1 -> Giantbane Greataxe

    Discard Thieves Tools as Poison Damage

    Sajan wrote:

    HAND: Shock Glaive

    DISPLAYED:
    Deck: 14 | Discards: 2 | Bury Pile: 0
    Current Location: Deeper Dungeons
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Deeper Dungeons
    Location Power:The difficulty of combat checks is increased by 1.
    Adventure Powers:
    Scenario Powers:

  • Additional Rules: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”

    Werewolf:

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

    Combat 17(13+3+1): 1d8 + 6 + 1d12 + 1 + 1d8 + 1 ⇒ (2) + 6 + (12) + 1 + (5) + 1 = 27

    Roll Details:

    Combat(Melee) - 1d8+6
    Giantbane Greataxe - 1d12+1
    Blessed - 1d8
    Banner of Ancient Kings - 1

    Discard Naval Hero to explore again

    Ghost:

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

    Combat 13: 1d8 + 6 + 1d12 + 1 + 1d8 + 1 ⇒ (8) + 6 + (11) + 1 + (1) + 1 = 28

    Roll Details:

    Combat(Melee) - 1d8+6
    Giantbane Greataxe - 1d12+1
    Blessed - 1d8
    Banner of Ancient Kings - 1

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Thieves' Tools, Blessing of Pharasma, The Joke

    DISPLAYED:
    Deck: 11 | Discards: 1 | Bury Pile: 0
    Current Location: Deeper Dungeons
    Hero Points: 3
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings displayed - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Dam 1-10 remain
    Nettlemaze 1-10 remain
    Merisiel - Wooden Bridge 4-10 remain // Shadow
    Zetha - Warrens 1-9 remain
    Uliah - Shrine to Lamashtu CLOSED
    Sajan - Deeper Dungeons 3-10 remain


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Combat 9: 1d8 + 6 + 1d12 + 1 ⇒ (2) + 6 + (12) + 1 = 21

    Roll Details:

    Combat(Melee) - 1d8+6
    Giantbane Greataxe - 1d12+1


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Start at Deeper Dungeons

    Sajan wrote:

    HAND: Giantbane Greataxe, Shock Glaive, Naval Hero, Blessing of Cayden Cailean, Desna's Freedom

    DISPLAYED:
    Deck: 12 | Discards: 0 | Bury Pile: 0
    Current Location: Deeper Dungeons
    Hero Points: 3
    Accessory Reroll Status: Not Used
    NOTES:

    DECK, DISCARDS, AND BURIED:

    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☒+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Hero Point
    Skill feat: Str

    Upgrades
    TBD:

    Choose Blessing to add to the mix.


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Use Hero Point

    Fortitude 8: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (5) = 12

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Guard Check

    Fortitude 8: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7

    Roll Details:

    Fortitude - 1d6+2
    Blessed - 1d6


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Deeper Dungeons
    Location Power:The difficulty of combat checks is increased by 1.
    Adventure Powers:
    Scenario Powers:

  • When setting up the scenario, arrange the locations in a circle in the order listed and put the scenario card next to one character’s deck.
  • At the start of each of that character’s turns, move each character token one space counterclockwise.
  • Instead of your move step, you may choose to move one space clockwise; you may not otherwise move during your move step.
  • At the end of your turn, if you are at a location occupied by another character, you are dealt 1d4 Mental damage that may not be reduced.

    Once more around the block!
    I'm moving back to Deeper Dungeons

    Charm Person:

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

    Intelligence 4: 1d6 ⇒ 2

    Roll Details:

    Intelligence - 1d6

    Scenario Damage: 1d4 ⇒ 2

    Sajan wrote:

    HAND: Giantbane Greataxe, Frost Ray, Quartermaster, Blessing of Pharasma, Orison

    DISPLAYED:
    Deck: 5 | Discards: 9 | Bury Pile: 0
    Current Location: Deeper Dungeons
    Hero Points: 4
    Accessory Reroll Status: Used
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☐+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Zetha - Academy CLOSED
    Glassworks CLOSED
    Shadow Clock 1-5 remain // Xanesha (Villain)
    Uliah, Sajan - Deeper Dungeons 2-6 remain // 6=Carrionstorm // Blessing of Lamashtu, Token of Rememberance
    Throne Room CLOSED


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    Fortitude 8: 1d6 + 2 + 1d6 + 1d6 ⇒ (5) + 2 + (2) + (6) = 15

    Roll Details:

    Fortitude - 1d6+2
    Double Blessed - 1d6+1d6

    Recharge Cayden Cailean to double bless

    Guarded!


    Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Shadow Clock
    Location Power:At the start of your turn, recharge your hand and draw up to your hand size.
    Adventure Powers:
    Scenario Powers:

  • When setting up the scenario, arrange the locations in a circle in the order listed and put the scenario card next to one character’s deck.
  • At the start of each of that character’s turns, move each character token one space counterclockwise.
  • Instead of your move step, you may choose to move one space clockwise; you may not otherwise move during your move step.
  • At the end of your turn, if you are at a location occupied by another character, you are dealt 1d4 Mental damage that may not be reduced.

    Once more around the horn!
    Stay at Deeper Dungeons

    Goblin Warchanter:

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

    Auto Fail the BYA

    Combat 9(8+1): 1d8 + 5 + 1d10 + 1 + 1d8 ⇒ (5) + 5 + (6) + 1 + (4) = 21

    Roll Details:

    Combat(Melee) - 1d8+5
    Flurry of Blows - 1d10+1
    Amulet of Fiery Fists - 1d8

    Recharge Frost Ray for Flurry of Blows

    Discard Riftwarden to explore again

    Ghoul:

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

    Combat 12(11+1): 1d8 + 5 + 1d12 + 1 ⇒ (6) + 5 + (8) + 1 = 20

    Roll Details:

    Combat(Melee) - 1d8+5
    Giantbane Greataxe - 1d12+1

    Drew Staff of Minor healing, so use it

    Sajan is healed for 1: (Quartermaster). Deck shuffled.

    Sajan wrote:

    HAND: Giantbane Greataxe, Amulet of Fiery Fists, Blessing of Cayden Cailean, Blessing of Gorum

    DISPLAYED:
    Deck: 8 | Discards: 7 | Bury Pile: 0
    Current Location: Deeper Dungeons
    Hero Points: 4
    Accessory Reroll Status: Used
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☐+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Academy 1-7 remain // Clockwork Demon (Henchman)
    Zetha - Glassworks CLOSED
    Uliah - Shadow Clock 1-5 remain
    Sajan - Deeper Dungeons 3-8 remain // 8=Carrionstorm // Blessing of Lamashtu, Token of Rememberance
    Throne Room CLOSED


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Sarenrae
    Hour Power:No effect.
    Location: Glassworks
    Location Power:If you fail a check, discard the top card of your deck.
    Adventure Powers:
    Scenario Powers:

  • When setting up the scenario, arrange the locations in a circle in the order listed and put the scenario card next to one character’s deck.
  • At the start of each of that character’s turns, move each character token one space counterclockwise.
  • Instead of your move step, you may choose to move one space clockwise; you may not otherwise move during your move step.
  • At the end of your turn, if you are at a location occupied by another character, you are dealt 1d4 Mental damage that may not be reduced.

    Everyone around the circle!
    I end up at the Shadow Clock. Stay there

    Potion of Ghostly Form:

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

    Intelligence 4: 1d6 ⇒ 2

    Roll Details:

    Intelligence - 1d6

    Discard the Joke to explore again

    Throwing Axe:

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

    Dexterity 6: 1d8 ⇒ 5

    Roll Details:

    Dexterity - 1d8

    Discard Gorums Iron to explore again

    Frost Ray:

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

    Intelligence 6: 1d6 ⇒ 6

    Roll Details:

    Intelligence - 1d6

    Sajan wrote:

    HAND: Giantbane Greataxe, Frost Ray, Amulet of Fiery Fists, Riftwarden, Blessing of Gorum

    DISPLAYED:
    Deck: 7 | Discards: 7 | Bury Pile: 0
    Current Location: Shadow Clock
    Hero Points: 4
    Accessory Reroll Status: Used
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☐+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Zetha - Academy 2-9 remain // Clockwork Demon (Henchman)
    Uliah - Glassworks 1-6 remain
    Sajan - Shadow Clock 4-8 remain
    Deeper Dungeons 1-8 remain // 8=Carrionstorm // Blessing of Lamashtu, Token of Rememberance
    Throne Room CLOSED


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of Erastil
    Hour Power:No effect.
    Location: Glassworks
    Location Power:If you fail a check, discard the top card of your deck.
    Adventure Powers:
    Scenario Powers:

  • When setting up the scenario, arrange the locations in a circle in the order listed and put the scenario card next to one character’s deck.
  • At the start of each of that character’s turns, move each character token one space counterclockwise.
  • Instead of your move step, you may choose to move one space clockwise; you may not otherwise move during your move step.
  • At the end of your turn, if you are at a location occupied by another character, you are dealt 1d4 Mental damage that may not be reduced.

    Everyone once more around the Horn!

    On my move phase, I'm going to move back to the Glassworks

    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.

    Combat 13: 1d8 + 5 + 1d12 + 1 + 1d8 + 1 ⇒ (1) + 5 + (1) + 1 + (2) + 1 = 11

    Roll Details:

    Combat(Melee) - 1d8+5
    Giantbane Greataxe - 1d12+1
    Blessed - 1d8
    Banner of Ancient Kings - 1

    Recharge Pharasma to bless

    Paizo Reroll the D12
    Combat 13: 1 + 5 + 1d12 + 1 + 2 + 1 ⇒ 1 + 5 + (2) + 1 + 2 + 1 = 12

    Shadow is undefeated. Discard Desna's Freedom for scenario power.
    Banner of Ancient Kings is discarded.

    Discard Quartermaster to explore again

    Random Card: 1d7 ⇒ 2

    Diseased Rats:

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

    Combat 11: 1d8 + 5 + 1d12 + 1 ⇒ (6) + 5 + (4) + 1 = 16

    Roll Details:

    Combat(Melee) - 1d8+5
    Giantbane Greataxe - 1d12+1

    Sajan wrote:

    HAND: Giantbane Greataxe, Amulet of Fiery Fists, Blessing of Gorum, The Joke, Gorum's Iron

    DISPLAYED:
    Deck: 8 | Discards: 5 | Bury Pile: 0
    Current Location: Glassworks
    Hero Points: 4
    Accessory Reroll Status: Used
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☐+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Notes for Uliah: Banner of the Ancient Kings is discarded

    Uliah - Academy 1-9 remain
    Sajan - Glassworks 1, 3-7 remain
    Shadow Clock 1-8 remain
    Deeper Dungeons 1-8 remain // 8=Carrionstorm // Blessing of Lamashtu, Token of Rememberance
    Zetha - Throne Room CLOSED


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Academy
    Location Power:On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    Adventure Powers:
    Scenario Powers:

  • When setting up the scenario, arrange the locations in a circle in the order listed and put the scenario card next to one character’s deck.
  • At the start of each of that character’s turns, move each character token one space counterclockwise.
  • Instead of your move step, you may choose to move one space clockwise; you may not otherwise move during your move step.
  • At the end of your turn, if you are at a location occupied by another character, you are dealt 1d4 Mental damage that may not be reduced.

    Start of turn, everyone around the circle! Remember, pre core that closed locations can still be moved to

    I move to Glassworks

    Mayor Kendra Deverin:

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

    Auto fail this. Discard top of deck - Shock Glaive

    Discard Naval Hero to explore again

    Yeth Hound:

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

    Wisdom 6: 1d8 ⇒ 4

    Roll Details:

    Wisdom - 1d8

    Discard top of deck - Thieves Tools

    Combat 10(9+1): 1d8 + 5 + 1d10 + 1 + 1d8 + 1 ⇒ (8) + 5 + (10) + 1 + (7) + 1 = 32

    Roll Details:

    Combat(Melee) - 1d8+5
    Flurry of Blows - 1d10+1
    Amulet of Fiery Fists - 1d8
    Banner of Ancient Kings - 1

    Recharge Tome of Knowledge for Flurry of Blows

    Sajan wrote:

    HAND: Giantbane Greataxe, Amulet of Fiery Fists, Quartermaster, Blessing of Pharasma, Gorum's Iron

    DISPLAYED:
    Deck: 10 | Discards: 3 | Bury Pile: 0
    Current Location: Glassworks
    Hero Points: 4
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☐+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Academy 1-9 remain
    Sajan - Glassworks 3-9 remain
    Shadow Clock 1-8 remain
    Zetha - Deeper Dungeons 2-11 remain // 11=Carrionstorm // Blessing of Lamashtu, Token of Rememberance
    Uliah - Throne Room CLOSED


  • Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

    ========================
    Sajan starts his turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Throne Room
    Location Power:At the start of your turn, you may recharge an item to draw a card.
    Adventure Powers:
    Scenario Powers:

  • When setting up the scenario, arrange the locations in a circle in the order listed and put the scenario card next to one character’s deck.
  • At the start of each of that character’s turns, move each character token one space counterclockwise.
  • Instead of your move step, you may choose to move one space clockwise; you may not otherwise move during your move step.
  • At the end of your turn, if you are at a location occupied by another character, you are dealt 1d4 Mental damage that may not be reduced.

    Start of turn everyone moves a location. I move to the Academy

    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.

    Intelligence 5: 1d6 ⇒ 5

    Roll Details:

    Intelligence - 1d6

    Location power lets me explore again

    Haste:

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

    Intelligence 8: 1d6 + 1d6 ⇒ (2) + (2) = 4

    Roll Details:

    Intelligence - 1d6
    Blessed - 1d6

    Recharge Orison to bless

    Sajan wrote:

    HAND: Giantbane Greataxe, Amulet of Fiery Fists, Tome of Knowledge, Naval Hero, Gorum's Iron

    DISPLAYED:
    Deck: 13 | Discards: 0 | Bury Pile: 0
    Current Location: Academy
    Hero Points: 4
    Accessory Reroll Status: No
    NOTES:


    SKILLS AND POWERS:
    SKILLS
    Strength: d8 ☒+1 ☒+2 ☐+3
      Melee: Strength+3
    Dexterity: d8 ☐+1 ☐+2 ☐+3
      Acrobatics: Dexterity+2
    Constitution: d6 ☐+1 ☐+2
      Fortitude: Constitution+2
    Intelligence: d6 ☐+1 ☐+2
    Wisdom: d8 ☐+1 ☐+2 ☐+3
      Perception: Wisdom+1
    Charisma: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☐6
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☒ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. (☐ A local player may do so on your check)
    When you suffer (☒ or a local character suffers) Combat (☐ or any) damage, reduce it by 1. (☐ Before you discard any cards as damage, you may reload up to 2 cards)
    ☒ Gain the skill Melee: Strength +3 and you are proficient with Melee Weapons
    ☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged Weapons
    ☐ On your check, you may recharge an item (☐ or a boon) to reroll a die
     
    FAVORED CARD TYPE: Blessing

    Board Status

    Most Recent BR Refresh
    Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item (I'll discard instead).

    Sajan - Academy 3-11 remain
    Glassworks 1-9 remain // 1=Mayor Kendra Deverin
    Zetha - Shadow Clock 2-11 remain
    Uliah - Deeper Dungeons 1-11 remain
    Throne Room CLOSED