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
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 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
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 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.
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.
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 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.
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
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
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.
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
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.
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.
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
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.
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
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.
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
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.
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
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
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(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
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
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
========================
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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.
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
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?
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
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.
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
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.
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
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.
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
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
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.
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
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).
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(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.
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.
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).
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
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(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.
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).
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
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.
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
========================
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.
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.
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.
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.
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.
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
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.
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 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.
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).